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ThatGuy

[Nature] Ley Lines

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Right. Let me get right to the point on this one.

 

This spell, while marginally useful, generally blows goat's ass.

 

Why: Teleportation over long distances in a boffer LARP environment is a pain in the tookus. Having to -run- from where ever you cast the spell to where ever the spell lets you out is generally a bad idea, especially at night. It can get you lost, run into trees, and is generally unsafe at night for those reasons, let alone the effects of someone running in the day time across Vanderkamp in full kit.

 

What do we do about it: I'm suggesting a new level 5 spell to replace it.

 

Elemental Aspect

Type: Nature

Level: 5

Duration: ten minutes

Range: self (or touch, I'm not picky on this part)

Dispel: yes

 

The caster summons forth the raw power of nature and infuses it within the target. Pick an element when casting this spell, for the duration of this spell you can only be hurt by the opposing element or magic, and your melee strikes deal elemental damage of the aspect picked.

 

Thoughts?

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Meh, I like Ley Lines. I particularly like it because it opens other options for the GMs to use it, but it's great for PCs as well. It's essentially, "OK, we're done with this adventure. I'm gonna Ley Lines back so I don't get ambushed/harassed/dead on the way back to town."

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Ley Lines

Type: Nature

Level: 5

Duration: instant

Range: self

Dispel: no

By binding a tiny portion of the casters life

spark to a physical location, Ley Lines allows the

caster to instantly travel back to that location by

dissipating their body into natural energies that travel

along the ley power lines of Novitas.

Upon learning this spell, the caster performs

a small ceremony (it may be role-played if desired)

that binds himself to the physical location he is at.

This location may be changed at will, but only

between events (except with GM permission). It must

be a static physical location, such as this large rock

or this big tree, and not another person or object.

When casting this spell, upon completion of

the incant the caster is instantly removed from that

particular encounter and may not rejoin it for the

duration of the event. If necessary call a game hold to

remove yourself from the area. The caster is now out

of game until he reaches his binding location, at

which time he reappears. The caster should be

marked with orange to signify that he is out of game.

A Game Master may require you to remain out of

game for a longer period of time.

You must have empty hands when traveling.

Any items that are to travel with you must be secured

on your person. Only you may travel along the ley

lines and you may not carry another person, or cast

this spell upon another person.

The spell Grounding prevents this spell from

functioning, and completing this spell while under

the effects of a Grounding spell wastes the Magic

Power with no effect.

While it is possible to scribe Ley Lines onto

a scroll, there are limitations to this because of the

magical mechanics of the spell. Once scribed, such a

scroll will only work for the caster who produced it,

and no one else.

 

Run?

 

You're right, it's only marginally useful, but when you have a need for such a thing, nothing else even comes close.

 

I was planning on this being Atticus' escape plan, get in good with cairnhold, learn ley lines, do something ridiculously evil, ley lines to cairnhold, and retire the character :) It seems that such a thing is not in the cards, however.

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Yeah, Dan's right, you don't have to run anywhere. In fact, there's no reason at all to, because by casting Ley Lines, you've removed yourself from that particular encounter for the rest of the event. It's not like you can Ley Lines back to your cabin, grab something you forgot, and run back. You cannot rejoin that encounter/scene/scenario.

 

So you might as well take your time and have a nice, leisurely walk back to town. :)

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Since "where the spell lets you out" is wherever you specified between events, then I can't feel pity for someone who sets their leylines waypoint 2 miles away and casts the spell in the dead of night. That's your own sorry-ass fault :) lol

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Ley Lines just leaves a horrid taste in my mouth. Most adventuring parties would look badly at one of their members if they took off with Ley Lines after an adventure just so that they alone arrive safely. You have to have both hands free, so that leaves out a goodly portion of our shield users if they have to cast it in an emergency. All I've -ever- seen it used for is a NPC going "Oh shit, I'm fucked. Ley Lines!". I guess part of my argument is that it just does not seem to give you the bang for your buck ( like most of the Nature tree, but that's another discussion) that a level 5 spell should. The =only- time I can see a PC using this spell without annoying everyone else in their party, is if they are alone when they cast it.

 

As for the running part, I'm sorry, that was my bad. I was under the impression you had to scoot from the encounter to the other spot ASAP.

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First, Nature Magic is not concerned with your party. If your party would get mad at you for casting this, that's your problem, not the spell's. The shield issue is easily solved by having a strap on your shield to hang it on your back.

 

Does it take a certain type of character to use this spell? Sure. Does that make it a bad spell? Nope.

 

ALL spells are of limited utility. Hell, go commiserate with the Necromancer who's spells only work at night...

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Fair enough. I'll drop this like a bad habit. I was just hoping to -maybe- give Nature magic a small much needed boost, as it is, IMHO, overcosted/undergunned when you stand it up next to the other schools. But, like I said, that is a discussion for another thread. I picked a spell I thought could use a replacement and went with it.

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OMG!!!

I LOVE LEY LINES!

I am working hard to get there!

*deep breaths*

 

Its funny too because all those in my party can't wait for Miriel to get Ley Lines so she will be "safe" LOL

 

ok... that is my 2 cents...

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Personally, I always thought Leylines seemed like one of the coolest Nature spells, right next to "Dissipate".

 

Maybe some day the GMs will get bored and add a new spell for each tier of magic... making 3 spell choices per level instead of 2. Then perhaps your Elemental Aspect spell could be incorporated on top of what's already in place? :)

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*gives all bad guys the spell grounding *

:)

I tell you what, the first time I see a pack of bandits whipping out "severance" I'm running so fast in the opposite direction...

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Since the thread is heading in that direction, there are several underused spells out there that NPCs could really use...

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Not every NPC in every encounter should have the ability to fuck over a PCs powers. Sometimes an orc is just an orc :P.

 

On the other hand, putting fear into players is definitely a good thing. One needs to be reminded that no power you have is a super-power.

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I have to agree some npcs simply should be using spells they dont... Its getting to the point where alot of PCs are able to hit an I win button by throwing up shadowskin... I think sometimes its good to have the orc shaman have acess to silvershine, even if he dosnt use it, it dosnt actualy make that encounter scarrier for anyone who doesn't have shadowskin, but it makes it more of a challange for those who do... on the same token that same orc shaman probly shouldnt cast it on EVERY orc in the encounter, maby 2 or 3....

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I just thought of something that might be kind of cool to implement going forward:

 

Maybe when mundane monsters (like a group of orcs) loot a fallen body or whatever.... have Logistics keep a tally of what they've acquired.

 

Then, later on, if the orcs looted say... some dissipate potions or something... then they could use them in future encounters until the supply ran out. Or, if a bandit stole a silver weapon from a player, optionally make one of the bandit's weapons silver (or silvershine) next time they are sent out as npcs.

 

It'd definitely add to realism to have reoccurring NPCs use looted gear, even if it's limited.

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I just thought of something that might be kind of cool to implement going forward:

 

Maybe when mundane monsters (like a group of orcs) loot a fallen body or whatever.... have Logistics keep a tally of what they've acquired.

 

Then, later on, if the orcs looted say... some dissipate potions or something... then they could use them in future encounters until the supply ran out. Or, if a bandit stole a silver weapon from a player, optionally make one of the bandit's weapons silver (or silvershine) next time they are sent out as npcs.

 

It'd definitely add to realism to have reoccurring NPCs use looted gear, even if it's limited.

 

 

that generaly dose happen actualy... the problem is, its very rare that pcs get rolled and their shit stolen... unless they are a necromancer and his friends, and its by other PCs who pretend to be frinedly neighbors and... ok im done, its happened once or twice...

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that generaly dose happen actualy... the problem is, its very rare that pcs get rolled and their shit stolen... unless they are a necromancer and his friends, and its by other PCs who pretend to be frinedly neighbors and... ok im done, its happened once or twice...

 

 

Why are YOU bitter? :)

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*nudges thread BACK on target*

 

So.... thoughts on Ley Lines?

I like it the way it is.

 

I can see your problem as an elementalist though. Nearly all of the tree is of the "Only useful sometimes, but awesome when you need it" sort. Necromancy has the same problem though, and we have a pile of necromancers.

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Same could be said for compulsion at night, it dosnt work well vs undead things, not all the magic circles are as useful- battle, restro, ages and enchantment are fairly universal- I see compulsion, nature and necromancy as the specialist schools- not useful all the time, but when you need them you really need them!

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I like it the way it is.

 

I can see your problem as an elementalist though. Nearly all of the tree is of the "Only useful sometimes, but awesome when you need it" sort. Necromancy has the same problem though, and we have a pile of necromancers.

 

*looks around for this mythical pile. comes to a sad conclusion*

 

I'm a pile? All by myself? Or are you guys keeping a secret cadre of necromancers in the hall closet, and no one told me?

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*looks around for this mythical pile. comes to a sad conclusion*

 

I'm a pile? All by myself? Or are you guys keeping a secret cadre of necromancers in the hall closet, and no one told me?

ok two, and one of them's dead.

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ok two, and one of them's dead.

 

Well that explains everything. :)

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