Author Topic: Mystic track  (Read 3222 times)

Tenno Seremel

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Mystic track
« on: May 31, 2012, 06:44:38 AM »
EDIT: added Haven at 5th circle.
EDIT: added Still earth at 4th circle.

I have no idea what is this.

Mystic track

Quote
Enchantments
With about 10 minutes you can place an enchantment that is centered on a point in space within [Medium] range. Enchantments have a range of [Extreme] (or lower if you so desire) and cannot be dispelled. Mundane matter is incapable of blocking an enchantment, but magical barriers might be able to do so. You can cancel enchantments with 10 minutes of concentration and they are canceled automatically if you are dead for more than a week unless you have made special preparations to make them permanent (i.e. ask your DM). In addition a Hallow spell can be cast to temporary suppress one enchantment for the [Scene] within its area instead of spell's normal effect. Hallow casted in such a way can still be dispelled.

Enchantments are learned at appropriate circles (all of them) and are usable at will but you cannot have more active enchantments than your KOM. Multiple instances of the same enchantment do not stack although they do stack with anything else if applicable.


1st Circle – The World SU: you are never [Exhausted]. Anything that would make you [Exhausted] makes you [Fatigued] instead.
New enchantments:
  • Dream: any creature in range can make a wish and it comes true. This enchantment is weak and can only grant simple "mundane" wishes that affect only the one who is making a wish. The following list is what this enchantment can do.
    • Change hair color, hair texture, skin color, height, weight, and/or gender.
    • +1 bonus to 1 skill. Only 1 skill can benefit from wish per person.
    • TODO: add something else too.
    If a person mean it and is not forced to do it, wish is granted immediately and is irreversible unless he make another one to undo it. The problem is… only one wish can be granted per person in any given Dream enchanted area unless it is canceled and reinstated again.
  • Life: all living creatures in range gain [Fast Healing] 1. This enchantment might be unappropriate for some games. It is weak but has implications.
  • Resolve: all creatures in the area gain temporary hit points equal to twice your level at the start of each [Scene] until the end of the [Scene].
2nd Circle – Insight SU: you can see [Invisible] creatures. In addition as a free action you can share one of the vision modes you possess (including ability to see invisible beings) with another ally for as long as he is within [Close] range. You can also make him see, hear and/or feel anything you have previously experienced if he is willing. You can support a number of allies in this way up to a number of circles in this track you possess.
New enchantments:
  • Clarity: all creatures in the area can roll twice and use better result when making Knowledge skill check once per [Scene].
  • Protection: all creatures and plants inside the area are protected as with Endure Elements spell. Food and water within the area are automatically purified of poisons and diseases.
3rd Circle – Mystic Protection SU: you gain [Lesser resistance] to energy and magic damage and learn the following enchantment.
New enchantments:
  • Ward: choose [Force], [Negative], [Positive], [Acid], [Cold], [Electricity] or [Fire]. All creatures within area gain [Lesser resistance] to it.
4th Circle – Walking Mystery SU: you gain [Fast Healing] equal to your KDM and can act as a mobile enchanted area. This allow you to target yourself instead of point in space with any one of your enchantments. This does not count against your maximum amount of active enchantments. Switching enchantment on yourself is a free action.
New enchantments:
  • Commune: with about 10 minutes of contact any creature within area can form mental link with another willing creature as with World-Mind spell. Once formed it works as long as enchantment persists and both creatures are willing and within range. No creature can have more links than their KOM as a result of this enchantment.
  • Still earth: all foes your perceive in the area take 1 point of damage per every 5 ft of their movement. This damage cannot reduce HP below 1, but otherwise it cannot be reduced, mitigated or redirected. If, however, foe didn't move in the [Round] at all he must, at the end of his [Round], make a Will save DC 10 + 1/2 your level + your KOM or become [Slowed] for 1 [Round]. This is a [Binding] effect.
5th Circle – Safety SU: you gain [Immunity] to [Bleeding] and [Sickened] conditions.
New enchantments:
  • Calmness: this enchantment makes violent weather less severe than it actually is. For example, hail becomes rain, while normal rain is still rain and water is still wet. In general, this prevents stone and stronger buildings from being seriously damaged by weather. In case of magical weather, like a Control Winds spell, this reduces power of the source by 1 step.
  • Peace: all animals other than those you specify refuse to enter protected area unless they succeed at Will saving throw (DC 10 + 1/2 your level + your KOM). On a failed saving throw they cannot enter the area for the [Scene]. If forced inside they flee as fast as possible.
  • Haven: for each active Haven enchantment you can designate one ally. While on your Haven ground they will receive effects of Sanctuary spell at the start of every [Encounter]. Save DC is based on your KOM.
6th Circle – Thought SU: as a move action you can teleport yourself and up to your KOM of willing allies within [Melee] range up to your speed each. Once per [Encounter] you can do that as an immediate action.
New enchantments:
  • Abyss walk: all creatures in the area are protected from harmful planar conditions. This enchantment erodes away in 1 day without your presence as plane overpowers it unless you have other means to make it permanent.
  • Last bastion: this enchantment transforms an object into a symbol of indomitable will. Everything in the area but the ground itself has 20% [Miss chance] against attacks originating outside of it. This enchantment must be targeted at a Large or larger object (like an obelisk or statue) rather than point in space and as such it cannot be used with Walking Mystery. If this object is broken or moved this enchantment ends. In addition, this object must be placed outdoors for enchantment to work.
    Keep in mind that while you can enchant gigantic objects (castle, for example) with this, it will have its center as a point of origin (for the purposes of range) and if any part of it is broken (say, gates) so is enchantment.
7th Circle – Symbol of Power SU: as a standard action you can weave a magical field around you.  All creatures in the [Medium] range of you at your choice gain [Lesser resistance] to either magical or non-magical damage, but not both. The field lasts until you dismiss it as a free action.

7th Circle – Symbol of Power SU: a potent magical field surrounds you that works as a Hallow spell except that it is always centered on you. In addition as long your Hallow effect in your square is not countered by another Hallow you can exchange your move action for a swift action once per [Round].
« Last Edit: August 22, 2012, 05:31:29 PM by Tenno Seremel »

gkathellar

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Re: Mystic track
« Reply #1 on: May 31, 2012, 09:09:44 AM »
This is a cool idea, but it veers around wildly in terms of power, sometimes even within a particular ability, and is unclear on some point.

What is the shape of an enchantment? Is it an emanation?

Dream is problematic simply because people will find ways to abuse a wish effect, and you provide very few clear limitations. Life is largely useless in combat if you're facing living opponents, and is also sort of odd in that you could, given enough time, coat the entire countryside in such enchantments. Peace has the potential to render entire encounters irrelevant.

Insight is pretty weak for 2nd circle.

Mystic Protection is probably okay.

Walking Mastery is unclear. What exactly does it mean to be a mobile enchanted area?

Safety is problematic. Immunity to HP Reduction is a big no, and Bastion doesn't seem to do much of anything, since we don't track object HP. Protection is incredibly weak for its level.

Symbol of Power makes me nervous. Handing out Resistance on that scale is very powerful.

Thought is pretty good, although I'm not sure it deserves to be 7th circle. Clarity and Resolve are both pretty weak as components of it go.
Seven is the Number of Legend.
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Tenno Seremel

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Re: Mystic track
« Reply #2 on: May 31, 2012, 09:47:46 AM »
Yeah… I might need to move abilities around a bit.

Quote
What is the shape of an enchantment? Is it an emanation?
The intent was that it is a circle that affected everything and everyone in the area. Magical barriers might stop it but solid matter cannot. Not sure Legend has those defined. Is that a bad idea?

Quote
Dream is problematic simply because people will find ways to abuse a wish effect, and you provide very few clear limitations.
It cannot do anything that is more powerful than listed examples. Maybe I should expand description a bit… so you cannot wish to get items or treasure or something like that. Or just list things that can be done with a note that anything else is beyond its power. Might prevent DM's headaches too.

Quote
Life is largely useless in combat if you're facing living opponents, and is also sort of odd in that you could, given enough time, coat the entire countryside in such enchantments.
This one is for out of combat utility. Mostly heal everyone after encounters slowly. As Legend gives at will healing pretty easily (as low as level 1) I thought it might be ok. As for the countryside… that was the intent behind this. Although it might not be appropriate for all games.

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Peace has the potential to render entire encounters irrelevant.
Ouch… you can fight animals, right. I kind of forgot about that %) What if it's 7th circle instead with a will save allowed 1/Scene instead of Clarity/Resolve that are currently there?

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Insight is pretty weak for 2nd circle.
Maybe it should grant at least 1 vision mode. See invisible/ethereal creatures? Sounds like a 2nd circle spell, mass version.

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Walking Mastery is unclear. What exactly does it mean to be a mobile enchanted area?
You target yourself rather than point in space (no more than 1 enchantment). I'll reword that.

Quote
Safety is problematic. Immunity to HP Reduction is a big no, and Bastion doesn't seem to do much of anything, since we don't track object HP.
Is HP Reduction such a special thing in Legend? I'll substitude with something else then. Bleeding maybe, although it is very weak as of now. Sickened? Both?

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Protection is incredibly weak for its level.
Which circle should be fine for it? I'll move it there instead.

Quote
Symbol of Power makes me nervous. Handing out Resistance on that scale is very powerful.
It affects everyone, not just your allies. Is that still problematic?

Quote
Clarity and Resolve are both pretty weak as components of it go.
Should Resolve be fine at 1st circle? It scales with level, so I doubt it'll break anything.

grayswx

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Re: Mystic track
« Reply #3 on: May 31, 2012, 10:36:01 AM »
If I'm reading dream correctly, within a day's time you can give your entire party a permanent +1 to every single skill, and possibly saves as well?

Tenno Seremel

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Re: Mystic track
« Reply #4 on: May 31, 2012, 10:45:22 AM »
If I'm reading dream correctly, within a day's time you can give your entire party a permanent +1 to every single skill, and possibly saves as well?
Yeah, I'm changing that now so it is 1 skill only, no saves.

EDIT:

Ok, I changed some things.
  • Made Symbol of Power 7th circle although I'd like to hear about whether it is appropriate as is or should I implement some limiters (no idea ATM).
  • Moved Thought to 6th circle. Since there is no Bastion now 6th circle need an enchantment (7th circle does not need it IMO). I'm open to suggestions :)
  • Protection enchantment goes down to 4th circle although it is still not exactly powerful mechanically but level 3 is already pretty solid.
  • Moved Clarity enchantment to 2nd circle and made 2nd circle grant you ability to see invisible creatures.
  • Resolve enchantment moved to 1st circle.
  • Peace enchantment moved to 5th circle and gained a will save.
« Last Edit: May 31, 2012, 11:22:16 AM by Tenno Seremel »

Kalik

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Re: Mystic track
« Reply #5 on: May 31, 2012, 12:23:53 PM »
Maybe you should move the Mobile Enchantment to an earlier circle. Maybe second? The base of this seems to be your Enchantments, which lack any really usability in combat until 4th because it takes ten minutes to do anything. After all, "an ability with a five minute start up time is pretty abysmal in terms of usability in combat"

Also, as I'm sure you've noticed, you could use more enchantments

Tenno Seremel

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Re: Mystic track
« Reply #6 on: June 02, 2012, 06:46:29 AM »
Maybe you should move the Mobile Enchantment to an earlier circle. Maybe second? The base of this seems to be your Enchantments, which lack any really usability in combat until 4th because it takes ten minutes to do anything.
It kind of works as a defensive track even without enchantments, I think.

EDIT: creating those enchantments isn't exactly easy it seems %) In general, I want something that isn't just a +x or "save or" (although I do have a few), the subtler the better. If anyone has ideas I'd like to hear them (^. ^)

Another idea:

5th circle enchantment.
Calmness: this enchantment makes violent weather less severe than it actually is. For example, hail becomes rain, while normal rain is still rain and water is still wet. In general, this prevents stone and stronger buildings from being seriously damaged by weather. In case of magical weather, like a Control Winds spell, this reduces power of the source by 1 step.
« Last Edit: June 02, 2012, 05:42:41 PM by Tenno Seremel »

...You Lost Me

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Re: Mystic track
« Reply #7 on: June 03, 2012, 10:08:21 PM »
You should be able to specify who is affected or not affected by these enchantments, or else most of them just aren't very helpful. Specifically that fast healing

Tenno Seremel

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Re: Mystic track
« Reply #8 on: June 12, 2012, 04:31:26 PM »
Changed 7th circle to this one:

7th Circle – Symbol of Power SU: a potent magical field surrounds you that works as a Hallow spell except that it is always centered on you. In addition as long your Hallow effect is not countered by another Hallow you can exchange your move action for a swift action once per [Round].

Tenno Seremel

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Re: Mystic track
« Reply #9 on: July 02, 2012, 04:21:42 PM »
Latest edits:
  • nerfed Insight slightly.
  • added Abyss walk and Last bastion enchantments at 6th circle.
  • added Commune at 4th circle
  • moved Protection to 2nd circle.
Now I need one more at 4th and one at 5th… Maybe redo Calmness too, not sure what to do with it as of now.