ThorLarge |
|
Moderators: Stormbringer, Ehlanna
Tether of the Stars:
Level Required: 15
Class required: Magi
Race required: Magi
Casting method: ranmagatk
Defending method: ranmagdef
Description: Class Restrictions: Magi ::
Level: Magi X4 ::
There have been many who have stared up in awe as one of the ships of the Magi's navy floated silently overhead, floating on air as if it were water. The secret behind this phenomenon is a rigorously practiced spell known at the Tether of the Stars, that holds the ship up against gravity, tugging it along like some over-sized marionette. It takes teams of magi working in shifts to pilot their naval vessels, but a single magi can still use this spell to their advantage when the need strikes. It works by creating an invisible, magical anchor point that then links itself to a target of the magi's choosing, tugging it towards the anchor as if gravity itself has suddenly shifted directions.
MECHANICS:: This is a one turn cast spell, needing two free hands. A typical !ranmagatk vs. !ranmagdef is rolled costing the magi 1 stamina per slot used. If the Magi wins the roll, his opponent finds one of their limbs abruptly seized by an invisible force and dragged towards the magi's anchor. This deals no damage to the opponent, but effectively renders that appendage immobile for the purposes of spellcasting or combat, causing them to suffer appropriate penalties. The magi may cast a number anchor points equal to the number of times they have taken the magi class, each being able to target a single limb, but the neck is not a viable target. The captured target may attack or !evade as normal during their turn (though likely will be limited to ranged attacks) but are safe from the magi who cannot attack a bound opponent without breaking the concentration needed to maintain the spell. The captured may also elect to use their attack turn to try and rip free of the bonds, able to 'wager' up to 15 stamina in an attempt. Each stamina spent adds +1 to their strength for the purpose a Magi INT vs their STR roll. (So a person with 50 strength who spends 15 stamina would roll a 1d65 against the magi's 1dINT) Should they win they manage to wrestle free of the bonds, if not they have vainly wasted energy in the attempt. If a second limb is captured then their strength roll suffers a -10 penalty to the -result- of the roll. If three limbs are captured they suffer a -30 to the result of the roll and if all four limbs are able to be seized then they are completely at the Magi's mercy and no longer able to attempt escape or any other action.
Lightning Bind:
Level required: 10
Class required: Air Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: A potent spell often used to discipline a slave or to make a point without charring one's enemy, the Air Mage conjures bindings of energy that leap forward from his hands toward his enemy. Should the bindings successfully strike, a contest of wills begins. Even as the bindings take hold of his opponent, the Air Mage is unable to do anything more than concentrate on maintaining his grip on the trapped opponent. Any successful attack on the Air Mage dispels the Lightning Bind and will disorientate the Air mage so much at his opponent will find himself able to flee or attack whether the Air Mage wishes it or not. Continuing to hold the opponent in Lightning Bind is a draining thing for both the Air Mage and his opponent, though the Air Mage loses his strength so much slower than his opponent, obviously. It is possible to render someone unconscious from this spell, but no damage to their flesh is possible from overuse.
:MECHANICS: A standard Ranged Magical Attack and Defense is required, and should the opponent fail his roll, he is immediately caught and immediately begins to lose 1 point of Stamina for every slot of Lightning Bind that was expended in the Air Mage's attack. Each round thereafter, the opponent is allowed to roll another Ranged Magical Defense against the original Ranged Magical Attack, and should he succeed, he is immediately given the initiative in combat for whatever he chooses to do. The Air Mage himself loses 1 point of Stamina for every 3 slots of Lightning Bind expended in his original Attack roll, every round that he holds his opponent. Neither Air Mage nor opponent may roll to regain Stamina while this spell is in effect.
A Magi of at least lvl 5 can immobilize and defeat a caster with this single casting by targeting his arms and rendering all further castings impossible. A Magi of at least level 15 can immobilize any class by targeting all 4 limbs and rendering them completely immobile
If you use Stun, you can't attack or fight back against the stun either. in that respect only, whats the difference between Stun and Lightning when you're caught?
Tether of the Stars is not unlike the Arcana Spell (I forgot the name) Arcane Bindings I think? The verbage is almost the same.
Stun keeps your opponent from attacking AT ALL and you CANNOT break out of it unless your opponent attacks you again.
In addition, if the Magi can only get one hand, you still have one hand free and if your smart your either a WaM who can cast one handedly, or you have a single-handed weapon that can swing where its needed.
The ability to 'wager' additional stamina to beat the Magi's INT roll to get free seems more on the side of the victim and, if it seems too confusing can always be cut out, as the ability to break a 'stun' effect is more than its Level 1 counterpart provides and may just be packing in too much than necessary.
lyllamarie wrote:A Magi of at least lvl 5 can immobilize and defeat a caster with this single casting by targeting his arms and rendering all further castings impossible. A Magi of at least level 15 can immobilize any class by targeting all 4 limbs and rendering them completely immobile
If you cast the same spell three times in a row AND manage to hit successfully every time, then kudos to you. Your luck with the dice is outstanding.
and
Why are you casting a Level 15 spell at Level 5?
If you do cast at Level 15, and target all limbs, and win. You do make your opponent immobile. So what are you planning to do now?
You can't hurt them anymore. That would break the spell.
You can certainly take it to the back room. That would have required OOC consent from the other, and your plan to immobilize them was probably the plan from the beginning and both agreed.
Do you plan on stringing them up and leaving them to rot? I'm sure once you leave and all ties to the spell fall, such a plan might back fire once they are free and they can now hunt you back down and start this little dance again.
If its a contest for money, since your opponent isn't at 0 LIFE/0 STA, will the referee call it a win or tell you that you have to get your opponent to 0 life/0 stamina? It might be one incident where you're at an advantage there, otherwise, you're just left staring at the other person until someone decides to twitch, or, they successfully roll to break free.
If you have any other scenarios resulting from an immobile opponent that has unsuccessfully to roll free of the spell which would be woefully unfair (as opposed to just good combat tactic), please let us know and it will helpfully round out the argument a bit more.
Not all players want to play WaM or want to play with single handed weapons. Also, since the victim is pinned to an area, close attacks of any kind can be negated by the magi just stepping back out of reach ICly.
If you spam Stun bolt, your wasting time and should have just hightailed it out of the fight a long time ago. It does nothing for either side except waste stamina that you have to take a round to recover. D-U-M-B.
Users browsing this forum: No registered users and 1 guest