Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Jul 31, 2018 18:05:57 GMT
Stone/Wood/Metal Snare Casting time: 1 round Range: 10m Duration: 1 minute MP cost: 2mp
This spell causes an existing Stone/Wood/Metal surface to subtly grab the feet/foot analog pseudopods of 1 creature that it is already in contact with. The target rolls Dexterity to avoid being ensnared. If ensnared, the target has the option of using an action each round to attempt to break free with a Strength roll. While ensnared, the target cannot take any movement based action. The target looks and feels like they are simply stuck.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Aug 2, 2018 18:38:24 GMT
This is a very nerfed version of one I posted before, as it seems we need more low tier spells for these trees.
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Post by logan9a on Aug 4, 2018 12:41:20 GMT
Each round the creature is in contact with the surface (stone, wood, metal) that the spell was cast on, they get a free Dexterity roll to avoid being captured. Should they fail their free Dexterity roll, they then get a free Strength roll to break free. If both rolls are failed, they are weakly stuck to the area. They can do other things but their feet stay there that round. They may try one free Strength roll to break free each round. After they do, the spell effect ends. Should they fail their free Dexterity roll then their free Strength roll each round, the maximum number of rounds they can be trapped for is twelve, the duration of the spell.
This is a 'super weak pin spell'.
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Post by Fantômas on Aug 5, 2018 10:49:47 GMT
Melee attack and/or dodge at any negatives while so trapped?
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Post by logan9a on Aug 5, 2018 12:00:02 GMT
Stone/Wood/Metal Snare [Credit: Scott, Pete]
Casting time: 1 round Range: 10m Duration: 1 minute MP cost: 4mp
Each round the creature is in contact with the surface (stone, wood, metal) that the spell was cast on, they get a free Dexterity roll to avoid being captured. Should they fail their free Dexterity roll, they then get a free Strength roll to break free. If both rolls are failed, they are weakly stuck to the area. While stuck, all combat skills (and any other physical skills the GM deems) are at a -30%. They can do other things but their feet stay there that round. They may try one free Strength roll to break free each round. After they do, the spell effect ends. Should they fail their free Dexterity roll then their free Strength roll each round, the maximum number of rounds they can be trapped for is twelve, the duration of the spell.
This is a 'super weak pin spell'.
Thoughts?
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Aug 5, 2018 19:49:56 GMT
I was going to protest the recurring Str roll being a free action, but the combat penalty balances it nicely and makes lots of sense.
Looks good to me.
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Post by logan9a on Aug 5, 2018 19:51:56 GMT
Excellent - does anyone else have any thoughts on this spell?
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