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New Spell : Infuse Life
Domain : Fo
Favour Cost : 80
Unlocked at : 50 Faith
Difficulty : 70
Effect : Cast on a dirt tile and effects a 3x3 area around that tile.  Elevation of the tile effects the cast effect.  If under water then a success will spawn kelp 50% of the time, reeds 55% of the time, marsh 5% of the time.  If the tile is above water but not on high ground success spawns moss 25% of the time, grass 75% of the time.  If on high ground success spawns tundra 25% of the time, Steppe 25% of the time.  On all above ground casts grass tiles generated may (5% chance per tile) sprout a random sapling.

Optional Extra : Can be cast with an intended effect at a 10 difficulty penalty and 10 favour extra cost.

Why?  Have it?  Why not?  It's a nice terraform spell that is hard to cast and easy to reverse (unless you marsh someone up by mistake, but then that only works near water tiles).



Edited for clarity

Edited by Etherdrifter
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Seems a bit too powerful. Maybe if it requires linking (as in costs 100+ favor).


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Seems a bit too powerful. Maybe if it requires linking (as in costs 100+ favor).

NO. Enough the every other Fo spell needing linking!!!!!!

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I really don't mean to be rude to the OP but the post is written in a way that makes it kinda hard to understand.

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New Spell : Infuse Life

Domain : Fo

Favour Cost : 80

Unlocked at : 50 Faith

Difficulty : 70

Effect : Cast on a tile and effects a 3x3 area around that tile.  Elevation effects the cast effect.  If under water Success 40% kelp, 55% reeds, 5% marsh.  If above water but not on high ground Success 25% moss, 75% grass.  If on high ground Success 25% tundra, 75% Steppe.  On all above ground casts grass tiles generated may (5% chance per tile) sprout a random sapling.

Optional Extra : Can be cast with an intended effect at a 10 difficulty penalty and 10 favour extra cost.

Why?  Have it?  Why not?  It's a nice terraform spell that is hard to cast and easy to reverse (unless you marsh someone up by mistake, but then that only works near water tiles).

All of what I have marked in bold has absolutely nothing to do with 'effect'. That's chance, and those chances would make a difficulty rating arbitrary. 75% chance of success on low-altitude above water grass? That would mean that someone with a channeling skill of 1, 1.0000, could cast this difficulty 70 spell, and 3/4 of the time be successful in that terrain. Throw out all your % chance numbers. They do no good for this suggestion.

For anyone who didn't understand the suggestion, here's the idea explained clearly:

A new, mid-level faith Fo spell, that when cast on a grass/dirt/steppe tile, gives a chance for random saplings to sprout in a 3x3 area. Or reeds, kelp, and marsh, underwater.

Edit: Or moss. 

-1, don't think Fo needs another plant growth spell.

Perhaps you could re-type it for the sake of clarity, if I've got that wrong, Etherdrifter. Something like,

If the spell is cast above 500 meters above sea level, on a dirt tile, then, on success

  • 50% chance tile becomes a grass tile
  • 5% chance tile becomes a moss tile
  • 45% chance tile becomes Steppe

 

Edited by Arronicus
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Actually the %s describe the spell effect on a successful cast?  Perhaps I should have been clearer with that.

Also you missed out moss in your summary.  ;)

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