PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 5, 2020 23:14:45 GMT
Diehard (Self)
Casting time: 1 Minute Range: Self Duration: Sunrise/sundown or until used MP cost: 12
Immediately after taking damage that would drop you to 0 HP or less from a direct attack (i.e. a gunshot, sword hit, magic bolt, etc) you instead drop down to 1 HP. If the damage would have taken you to negative half your maximum HP, this spell does not work. In other words if your HP is normally 14 and you take damage from a direct attack that would put you at -7, this spell does not trigger. This spell does not help against explosive or fall damage.
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Post by logan9a on Feb 5, 2020 23:26:27 GMT
Not sure on this one. Might be good instead to have a small regen on yourself or something that kicks in when you are wounded? Not sure on it.
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thad
Senior Staff
No soy mexicano
Posts: 2,386
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Post by thad on Feb 6, 2020 0:11:38 GMT
Hmm.. a variant that just occured
Die-hard (Self)
Casting time: 1 Minute Range: Self Duration: Sunrise/sundown or until used MP cost: 6
When you would next roll damage on yourself, one die is automatically a 1. If other dice are rolled, you takes yer luck.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 6, 2020 1:59:24 GMT
Jamas' idea is good for falling/explosive damage. Not so great if the first hit you take is a d3. Maybe if it was a smart defence? Anyway, let's keep posting different iterations until Logan says which direction he likes the most.
Diehard (Self)
Casting time: 1 Minute Range: Self Duration: Sunrise/sundown or until used MP cost: 8
The next time you take damage from any source, you automatically begin healing 1 HP per round (beginning on your next turn) until you are fully healed or until you take damage again, whichever comes first. Taking damage multiple times in the same round that this is triggered does not stop the healing as it has not started yet.
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Post by logan9a on Feb 6, 2020 9:34:48 GMT
Actually, I'm liking Jamas' idea.
Influence damage take to self. Level one could be one die of influence - maybe a free reroll on that die. If it comes out higher, too bad and you don't have to use it. Stem out from that is 2 die (if you are taking 2 die in a hit) then three etc.
It is a 'dumb' defense so it automatically goes off when you take damage. You could even call it like healer's friend or healers armor. Self only.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 6, 2020 13:29:27 GMT
What about something likeā¦
Healer's Protection
Casting time: 1 Minute Range: Self Duration: Sunrise/sundown or until used MP cost: 6
The next time you take damage, roll all dice twice and take the more favourable result.
The next branch can be duration combat and then duration day?
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Post by logan9a on Feb 6, 2020 14:57:20 GMT
Not loving it.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 12, 2020 13:06:46 GMT
Actually, I'm liking Jamas' idea. Influence damage take to self. Level one could be one die of influence - maybe a free reroll on that die. If it comes out higher, too bad and you don't have to use it. Stem out from that is 2 die (if you are taking 2 die in a hit) then three etc. It is a 'dumb' defense so it automatically goes off when you take damage. You could even call it like healer's friend or healers armor. Self only. Right. Let's revisit this. Healer's Armour Casting Time: 1 minute Range: Self Duration: Sunrise/sundown or until used MP Cost: 4 The next time you take damage, roll one of the damage dice twice and take the preferred result. If you are taking 2 or more dice worth of damage, you can choose which one to use this spell on after they have all been rolled.
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Post by logan9a on Feb 12, 2020 14:04:00 GMT
"If you are taking 2 or more dice worth of damage, you can choose which one to use this spell on after they have all been rolled."
If you are taking 2 or more dice worth of damage, after rolling the damage taken you can decide which of the die you would like rerolled."
It might be better if this (since it is a one shot) is a smart defense. "After rolling all of the die of damage you take from a single attack, you may select one die and reroll it thus using up the effect of this spell. If you don't wish to use it, the effect isn't lost until you use it or the combat ends."
(I will get to the other spells later - working on plot)
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 12, 2020 14:32:02 GMT
Healer's Armour
Casting Time: 1 minute Range: Self Duration: Sunrise/sundown or until used MP Cost: 4
When you take damage, you can choose to roll one of the damage dice twice and take the preferred result. If you are taking 2 or more dice worth of damage, after rolling the damage taken you can decide which of the dice you would like rerolled (note: this is not a "true" reroll. You simply pick which result you wish to keep).
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Post by logan9a on Mar 9, 2020 15:39:15 GMT
I'd rather have it: If you don't like the damage of ONE of the die you take, you can reroll that one die but you are stuck with the second roll, even if it is worse.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Mar 9, 2020 17:12:04 GMT
That's quite shit then. When you have things like phase which allow you to just completely ignore an attack, this doesn't seem all that far-fetched. Roll a die twice and take the preferred amount.
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Post by logan9a on Mar 9, 2020 17:37:53 GMT
Doing it the way I mentioned it will make it a lower level spell!
Where as phase is like 8th?
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Mar 9, 2020 17:46:21 GMT
Eh I guess. Branch off to allow rerolling and keeping whichever one you want?
Healer's Armour
Casting Time: 1 minute Range: Self Duration: Sunrise/sundown or until used MP Cost: 4
When you take damage, you can choose to reroll one of the damage dice. If you are taking 2 or more dice worth of damage, after rolling the damage taken you can decide which of the dice you would like rerolled (note: you keep whatever the reroll is).
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Post by logan9a on Mar 9, 2020 19:44:52 GMT
Branch might be 'reroll up to two die - keep second result regardless if it is worse or not', then reroll up to one die and you can either go with original die or the reroll then the third bubble up to two die keep which you want.
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