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Gameplay | Topic subject | Animists and snares. How about this? | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=24800 |
24800, Animists and snares. How about this?
Posted by Shadow1ife on Wed 31-Dec-69 07:00 PM
Firstly, I'm not necessarily satisifed with my own ideas, but I do like the flavor behind them... they could just use some more "spiritual" essence I believe.
Force of Nature This spell, while only accessible in an Animist's home terrain, will cause the spirits near and far to accumilate into a force of nature that will attempt to prevent the escape of a foe.
This spell requires several moments of concentration (perhaps it cannot be done while "bloody" or if it can, there is longer lag to it.) This spell also requires a certain amount of mana to remain intact each hour. Another added perk could be the ability to be immune to summoning from your focus spot while maintaining this spell.
Forests - The spirits will focus upon the vines and thickets found amid the foilage, preventing any who enter the immediate vicinity to easily move past the ranger. A victim who tries to flee from combat will be so unfocused that they will tear there skin in an attempt to run past the thickets.
Swamps - The spirits called within the mires will answer with subtle response, for often the depth of such locations is underestimated. An intruder here will find their feet quickly debilitated by thick moor, as well as their sight hindered by the growing mist.
Plains - The spirits will answer the plains animist's call by growing into a mystical hedge. One who wanders too near to where the animist has focused their will, will soon find themselves lost within a maze of foilage. The odds of the maze delivering an intruder to the animist's feet are greater than the ability to exit this hedge maze.
Mountains - The already trecherous pathways a mountain yields will grow and contort in uneven disarray by the animist's call to the spirits within the stone. Avalanches, stone, debris and earthquakes will impede an intruders ability to run away. (This is probably too similar to primordial vengeance, but perhaps its just that much harsher if you can have a person affected by both varients)
Deserts - The spirits of the desert will gather into a great whirling simoon. The result will cause the sand near the animist to pull their intruders towards them. (Some similarities to the quicksand spell, yet this would affect the adjacent rooms to the animist) Water - The spirits of the sea will circulate so strongly that a whirling pool will form, the gathering wind is enough to pull any intruders near the animst, but woe is anyone caught adrift upon a simple floating vessel.
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24828, Wonder why this post never got any play? nt
Posted by AceBushido on Wed 31-Dec-69 07:00 PM
nt
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24833, Because I don't think it's necessary for animists
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
And because I had already been working on ancestral spirit for animists, which I think fits them better and gives them an option to use outside the wilderness as well.
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24835, that's so dude of you nt
Posted by AceBushido on Wed 31-Dec-69 07:00 PM
nt
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