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Post by Jess on Oct 11, 2019 10:14:48 GMT -5
Conjuring Discussion
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mbrian
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Posts: 91
Character: Admiral Jameson Stormgale, Ex-Marshal Quinn
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Post by mbrian on Oct 29, 2019 9:35:14 GMT -5
Copied from facebook thread:
Reintroduce Ghost Limb as a recipe. Ability to use a broken or severed limb until your next rest.
It's a temporary solution to a broken or severed limb that doesn't immediately take a person out of the rest of a fight, and still allows for surgery to fix it later.
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rosenthingy
Junior Member
Posts: 72
Character: Nezhit, Sledge, Witold/Lethorian, Genbo/Vestige
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Post by rosenthingy on Oct 29, 2019 12:59:53 GMT -5
Re-add ghost limb, seconded.
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Conjuring
Oct 29, 2019 13:05:01 GMT -5
via mobile
Post by brett on Oct 29, 2019 13:05:01 GMT -5
Thirded - I also put this in another section when I lazily copied over from Facebook. I'll see if I can transcribe that mess in appropriate categories.
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kurt
New Member
Posts: 11
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Post by kurt on Oct 31, 2019 14:33:37 GMT -5
Fourthed - I feel this is an important option to have in the game. Currently the only other options are the be a greenskin or to get surgery, and since surgery is unavailable in combat this can take a player totally out of the fight (and the fun)for the remainder of a mod. The balance of making ghost limb available as a conjuration is that it takes the conjurer a minute to perform the ceremony and adds to the material cost. Instead of just spending an L3 component to be permanently fixed, there is an additional cost for the temporary fix as well.
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rosenthingy
Junior Member
Posts: 72
Character: Nezhit, Sledge, Witold/Lethorian, Genbo/Vestige
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Post by rosenthingy on Jan 23, 2020 11:43:49 GMT -5
Also thinking some more on ghost limb - it'd be a fine L1/L2 conjuring. To Kurt's point, Break/Sever is the closest thing to a Fight Ending Ability the game has besides a-couple-times-per-campaign sprinkling of Slay. It taking a minute to fix is more than called for, IMO.
Concurrently, removing Soylent Greenskin limb regrow alchemy would help keep surgery a viable path. Right now surgery kinda hurts since Alchemy does basically everything it does but quicker and on-demand mid-fight.
Taking out the potion but adding ghost limb would also help conjuring as an under-utilized path.
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rosenthingy
Junior Member
Posts: 72
Character: Nezhit, Sledge, Witold/Lethorian, Genbo/Vestige
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Post by rosenthingy on Jan 23, 2020 15:29:33 GMT -5
Conjuring Ideas: Existing Recipe, Health Boon. It being lv4 for +5hp while Power Surge is +5Mp or SP a level lower... Please make it +10HP? Or swap their levels if nobody likes fun. Existing Recipe, Weighted. Make it an X uses Smithing item. The wording for it even says device. New recipe ideas: Elemental Adaptation, lv2: DR1 vs a specific element, chosen at time of casting. Basic weapon damage is not applicable. Elemental Mastery, lv4: DR3 vs a specific element, chosen at time of casting. Basic weapon damage is not applicable. Any weapon you hold has an Imbue effect of that element while you hold it. Minor Shapeshift, lv 3: For the mod duration, you a single ability chosen at casting, that lets the recipient bypass obstacles or avoid enemies. Eg, burrow, spider-climb, flight, water-breathing. These ability types must be represented by additional costuming or appropriate acting. (GM's please clarify appropriate movement types, we had them in old versions of Exisle.) Enhance Ability, Lv2 or 3: For the duration, 1 of the target's basic paths is treated as being 1 higher. This cannot raise any path above level 5. METAMAGIC! I heard rumor of Metamagic being retooled since much of it is a tax against mages from using their abilities. interruption and movement are plain taxes, but the syllable reduction one would be a great Conjuring Buff. Lv 4 or 5, probably. Barkskin/Stoneskin, Lv2: Target has Armor 1 and a single use of Resist Damage for the duration. The use of the feat cannot be replenished. Premonition/Prescience, lv4 or lv5: Target has 1 use of a feat-level avoidance over the duration. This cannot be replenished. It can be used to avoid any feat-level effect or lower regardless of range/magic/physical, etc.
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rosenthingy
Junior Member
Posts: 72
Character: Nezhit, Sledge, Witold/Lethorian, Genbo/Vestige
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Post by rosenthingy on Jan 23, 2020 15:34:07 GMT -5
Brett's recipes copied from the general crafting thread, edited for conjuring:
Flesh armor (Conj) - Gives recipient access to one use of durability until next rest.
Ghost limb (Conj) - Temporary limb until next rest.
[Name] (Conj) - Any bolster effect received is healable until your next rest. (Andrew - Name could be Arcane Metabolism?)
Regeneration Circle (Conj) - Gain 1 HP every 3 seconds while standing inside circle.
Voodoo Blade (Conj) - +1 damage against a specified target (one person, not a species per Wrath).
Wrath Enchantment (Conj) - +1 damage against a specific type of creature.
Blur (Conj) - 1 use of dodge until next rest.
Arcane Resilience (Conj) - Resistance (DR 2) to a non-standard damage type until next rest to a minimum of 1 damage.
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Hilary
New Member
Posts: 25
Character: Kagome
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Post by Hilary on Jan 28, 2020 10:38:40 GMT -5
I like a lot of these, and I think I threw some similar ones out there as possible potions during the last rules rewrite discussion. But I really like them as Conjurings!
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