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[Amendment] Minor Druid Stuff


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BOLDED MEANS IT WAS ADDED, Struck through means it was removed

 

Aggressive Surge [Tier 3]

 [Combative] 

[Cantrip]

 

Aggressive surge is a combative cantrip that allows one of the following to occur: to trip somebody, to capture somebody, to crush somebody, or to impale somebody. 

 

Trip - Over the course of (3) emotes, a druid may cause roots to shoot out from the ground and pop out in front of the feet of a moving target, causing them to trip. 

 

Ensnare - Over the course of (3) emotes, a druid may cause roots to shoot out from the ground and wrap around a target, trapping them in place for (4) emotes, constricting their limbs from movement, but this does not tangle around the target’s head. An ally can cut down these roots over a span of (2) emotes to free the target, or they can use fire to burn away the roots over a span of (1) emote, but this could cause damage to the target also. 

 

Crush - If a target has already been ensnared by the druid, with an additional (3) emotes, they can crush (1) chosen limb from the target. For example, they could crush their arm, breaking the bones within them and making it unusable for the entirety of combat. This cannot be used to crush someone's throat or head.
 

REDLINES:

 

Spoiler

- Aggressive surge will only work if the druid and the target is near a tree within a [15] block radius. This means that a druid will garner a better advantage depending on their environment. A tree must be mechanically built in-game to be classified as one.

- A druid is still able to walk [4] blocks whilst casting, but cannot sprint, do other attacks, or defend themselves without breaking their cast. 

- Trip requires [3] emotes to cast, [1 connection + 1 surge + 1 cast].  This must be unimpeded, i.e. not distracted, attacked, or defending themselves. 

- Trip will only work on a moving target, causing them to either be staggered, or fall completely. However, the trip will not work on a non-moving target, as it is done unexpectedly. Roots will only come out to trip the target on the [final] emote. 

- Ensnare requires [3] emotes to cast, [1 connection + 1 surge + 1 cast]. This must be unimpeded, i.e. not distracted, attacked, or defending themselves. 

- Ensnare will only constrict the target's limbs, but the roots will never wrap around the neck or head. A target is unable to move whilst ensnared for [4] emotes.

- A target that is ensnared can be freed by another ally, or by themselves. It requires [2] emotes to break the roots, and [1] emote to burn the roots. You can have [2] people do [1] emote each if both are actively assisting in cutting the roots to break free.

- Crushing requires [3] additional emotes on top of ensnare unimpeded in order to work. [1 guidance + 1 ensnare tightens + 1 crush].

- Crushing allows a druid to break [1] limb of the druid's choice, either one of their arms, or one of their legs. It does not matter if the target is wearing armour as this will crush at the joints, rendering the limb useless for the entire combat encounter.  In order to break a construct's limb, this requires [1] additional emote.

- When using Agressive Surge to Trip a target it will only cost [1] combative use. Should a druid choose to ensnare a target and then later crush them it will cost a total of [3] combative charges.

 

 

Changes (Only redlines again)

 

Spoiler

- Aggressive surge will only work if the druid and the target is near a tree within a [15] block radius. This means that a druid will garner a better advantage depending on their environment. A tree must be mechanically built in-game to be classified as one.

- Once the spell ends on a target by any means, they are immune to Aggressive Surge for [2] emotes after.

- A druid is still able to walk [4] blocks whilst casting, but cannot sprint, do other attacks, or defend themselves without breaking their cast. 

- Trip requires [3] emotes to cast, [1 connection + 1 surge + 1 cast].  This must be unimpeded, i.e. not distracted, attacked, or defending themselves. 

- Trip will only work on a moving target, causing them to either be staggered, or fall completely. However, the trip will not work on a non-moving target, as it is done unexpectedly. Roots will only come out to trip the target on the [final] emote. 

- Ensnare requires [3] emotes to cast, [1 connection + 1 surge + 1 cast]. This must be unimpeded, i.e. not distracted, attacked, or defending themselves. 

- Ensnare will only constrict the target's limbs, but the roots will never wrap around the neck or head. A target is unable to move whilst ensnared for [4] emotes.

- A target that is ensnared can be freed by another ally, or by themselves. It requires [2] emotes to break the roots, and [1] emote to burn the roots. You can have [2] people do [1] emote each if both are actively assisting in cutting the roots to break free.

- Crushing requires [3] additional emotes on top of ensnare unimpeded in order to work. [1 guidance + 1 ensnare tightens + 1 crush].

- Crushing allows a druid to break [1] limb of the druid's choice, either one of their arms, or one of their legs. It does not matter if the target is wearing armour as this will crush at the joints, rendering the limb useless for the entire combat encounter.  In order to break a construct's limb, this requires [1] additional emote.

- When using Aggressive Surge to Trip a target it will only cost [1] combative use. Should a druid choose to ensnare a target and then later crush them it will cost a total of [3] combative charges.

 

 

OOC PURPOSE: CC spells should really have a cooldown to prevent stunlocking. Also the last aggressive is missing a g, LITERALLY UNPLAYABLE!
 

[] Awakened Fortitude [Tier 2] 

[2 emotes] [0 block range]

 [Combative]

 

A form of minor infusion that a Druid may learn to strike at unruly assailants once their connection to the voices of nature begin to solidify. The druid focuses their energy upon their staff, forming it into an implement of war shaped after the spell’s design.

 

Over the course a (2) emotes a Druid may imbue a staff or wooden armorment with their own natural energies. Strengthening the tool of worship to be as strong as an iron mace while hitting with the same impact as one. This momentary enchantment will last for either as long as the Druid has it within hand or the period of (5) emotes goes by.

REDLINES:

Spoiler

- Awakened Fortitude  requires 2 emotes to cast uninterrupted [1 connection, 1 infusion] and 1 combative use. Lasting for 5 emotes unless knocked away from the Druid.

- Only natural materials may be infused with the energies of the spell. (Bones, Wood, and Stones for example)

- Only blunt damage can be done and will only strike as hard as the impact of an iron mace.

- A weapon imbued with awakened fortitude will be disabled if struck by thanhium or anti-magic.

- While the Druid’s item is being imbued it may hold the same durability as that of a ferrum before the enchantment fades.

- Should a Druid's staff also be a weapon of some kind of bladed material for the period of time that the spell is active it will only do blunt damage.

- Awakened Fortitude Infusion cannot be done with ranged weaponry. Only a Druids casting focus.

 
Changes


[] Awakened Fortitude [Tier 2] 

[2 emotes] [0 block range]

 [Combative]

 

A form of minor infusion that a Druid may learn to strike at unruly assailants once their connection to the voices of nature begin to solidify. The druid focuses their energy upon their staff, forming it into an implement of war shaped after the spell’s design.

 

Over the course a (2) emotes a Druid may imbue a staff or wooden armorment armament made of natural materials with their own natural energies. Strengthening the tool of worship to be as strong as an iron mace while hitting with the same impact as one. This momentary enchantment will last for either as long as the Druid has it within hand or the period of (5) emotes goes by. The effect may be refreshed for an additional (5) emotes each time its duration would naturally end without needing to be casted again by spending an additional combative use on it.

REDLINES:

Spoiler

- Awakened Fortitude  requires 2 emotes to cast uninterrupted [1 connection, 1 infusion] and 1 combative use. Lasting for 5 emotes unless knocked away from the Druid.

- Only natural materials may be infused with the energies of the spell. (Bones, Wood, and Stones for example)

- Only blunt damage can be done and will only strike as hard as the impact of an iron mace. This is equivalent to a light (1 handed/2 ingot) mace if swung with one hand, or a heavy (2 handed/3 ingot) mace if swung with two.

- A weapon imbued with awakened fortitude will be disabled if struck by thanhium or anti-magic.

- While the Druid’s item is being imbued it may hold the same durability as that of a ferrum before the enchantment fades.

- Should a Druid's staff also be a weapon of some kind of bladed material for the period of time that the spell is active it will only do blunt damage.

- Awakened Fortitude Infusion cannot be done with ranged weaponry. Only a Druids casting focus.


OOC Purpose: Added that the spell can be sustained so its a bit more usable as an option compared to just carrying a mundane item. Maces are sort of a bad comparison given we have one and two handed maces, so specified its dependent on the number of hands you are using. Removed the only a druid's casting focus because that contradicts the mechanics of the spell which allows more than specifically druid staffs (which are only staffs for cultural reasons) and does not really need to be restated anyways. Altered the wording because armament was spelt armorment (literally unplayable)

 

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I love how insanely confusing our lore is that we are basically ‘this is dnd but we don’t want to say it’

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bro said our like he contributing 

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Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

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