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Posted: Wed Dec 26, 2007 9:56 pm
or what if I kept it 2CP for -2 MP for one spell, but you could only use it on a spell that costs 5 or more MP to start with?
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Posted: Wed Dec 26, 2007 10:01 pm
Both of your ideas, the 1 rank/spell max 3 ranks is a good idea and 2 CP for -2MP for spells with 5MP+. Both I could see as a good possibility.
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Posted: Wed Dec 26, 2007 10:08 pm
Master Caster: 2CP Lowers the cost of one spell depending on the total MP of the spell. You may only have 1 rank per spell. Max 3 ranks total. 1 to 5 MP = -1MP 6 to 10 MP = -2 MP
The main focus of this ability anyway was to lower the cost of the really hi cost spells.
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Posted: Wed Dec 26, 2007 10:19 pm
Ok. I think that would be good. There aren't too many spells that cost 5+ used because of the cost and this probably would make them be used more.
I think I'd try to bribe somebody to get me an ability potion of this and give it to me by bribing them with 300 chips. ^_^ But I dout they would make ability potions of these organization abilities. crying
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Posted: Wed Dec 26, 2007 10:23 pm
*Weeps* My little anti-magic wisp costs 3... If I could put it on that, I would be set! Oh well... Still have um... Twin-blast is the only spell in use that is more than 5+.
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Posted: Wed Dec 26, 2007 10:28 pm
Miyr School of Necromancy Greater Weaken Attribute (6 MP) Reduce target's Attack or Defense by your Magic score. Once per turn (after the casting), you may spend 1 MP to reduce the attribute by two more points. Stall Death (6 MP) Cast on a target who would otherwise be reduced to 0 Life or below. Instead set their Life to 1. They may not be healed until the next round of combat has begun
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Posted: Wed Dec 26, 2007 10:36 pm
random mistakes *Weeps* My little anti-magic wisp costs 3... If I could put it on that, I would be set! Oh well... Still have um... Twin-blast is the only spell in use that is more than 5+. Those two spells are not used by any character right now! Poor poor anti-magic wisps...
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Posted: Wed Dec 26, 2007 10:41 pm
I've already oked monsters with those spells, so they are in fact IN USE. Well not thiose in particular... but a few of the lesser spells, like Pain and Poison
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Posted: Wed Dec 26, 2007 10:47 pm
Sorry to go off topic but with the spell poison does the 3 turns end if the combat ends or do the turns continue into the next combat?
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Posted: Wed Dec 26, 2007 10:54 pm
Perrian Sorry to go off topic but with the spell poison does the 3 turns end if the combat ends or do the turns continue into the next combat? Well normal poison only works against one monster... so no, after combat, the target monster is dead. The poison gas cloud one lets you switch targets every round... but i'd say at the end of combat it gets nullified.
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Posted: Thu Dec 27, 2007 7:31 am
-A M P- Perrian Sorry to go off topic but with the spell poison does the 3 turns end if the combat ends or do the turns continue into the next combat? Well normal poison only works against one monster... so no, after combat, the target monster is dead. The poison gas cloud one lets you switch targets every round... but i'd say at the end of combat it gets nullified. But I mean, if it was against a player?
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Posted: Thu Dec 27, 2007 3:17 pm
Good point...
Most effects don't after combat, but this might be one of those situations that break the rule...
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Posted: Thu Dec 27, 2007 9:52 pm
Master of Gladiators makes a good point about merging the Angelic Choir and The Church of the Divine Mother. Their purpose seems to be directly related; is there any way to tie the skills together? There are so many good things about both organizations, and true support is rather limited within the Guild right now. Is it really necessary to have the two competing against each other to win some kind of "pissing contest" as to which is more popular? Not to be insulting, but I don't see why they need to be separate. And what if you leave an organization and join another? Are the abilities transferable, or do you lose them and the CP you used to buy them when you leave? Or are they stuck in Limbo, purchased but unusable until you return? Can you belong to more than one organization at a time, if one of them is a Special Organization? That would be okay, I guess. Sorry to ramble on, but I'm just trying to find the best solution to my perceived problem. ^.^
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Posted: Thu Dec 27, 2007 10:11 pm
I think the Org's should stay seperate! They each focus on different things, even if they are similar!
The Choir makes you a heal only Person, with added bonuses for healing, and negative things for not.
The Church of the devine mother does have stuff to enhance healing, but it also has buffs.
The Gerneral purpose of healing is realy just the only conecting things.
Same thing with the Transforming pet Org, and the fluffy friends paradise.
The Fargore based one is primaraly for making one big super pet, and the Fluffy friends is more leaned towards masses of smaller pets, with pet based buffs.
Keeping them sperate is good. Plus if you just combined a few, some would be rather large, and some would be really small, as far as choices of abilities are concerned.
What might work in the begining as orgs are getting started, The angelic Choir and the Church could "Team up" for missions, each getting respective CP to use at there respective orgs.
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Posted: Fri Dec 28, 2007 2:57 am
Couldn't you say that perhaps the church of the divine mother originated from a loose gathering of people whom were once a part of the angelic choir and took their learning toward a different route? Kind of like how pyromancy and hydromancy are both magic but each has a element that makes them fundamentally different? Perhaps it makes the guild slightly more interesting to have such parallels. For example. 2 groups of adventurers are hired to protect a wealthy lord whom is in danger due to his contestence for the throne. Seeing as how he wants to be doubly safe he hires a group of three from the church, and a group of three from the choir. They all have the task of keeping him and three bodyguards alive while under attack from many other noblemen's assassins, whom also are contending for said throne. Kind of a cooperative thing, kind of a competition yet a great roleplaying idea all the same I think.
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