Skills and Spells suggestion thread

For all Bard's Tale IV discussion that does not fit elsewhere, suggestions, feedback, etc. No spoilers allowed.

Moderator: Bard Hall Bouncers

Post Reply
User avatar
ZiN
Explorer
Posts: 351
Joined: January 27th, 2015, 7:57 am

Re: Skills and Spells suggestion thread

Post by ZiN » July 12th, 2017, 2:45 am

SESI (Second Sight): Detect traps and points of interest and has a chance to detect secrets.
SOSI (Sorcerer Sight): As SESI, but a greater chance to detect, automap becomes more detailed, lasts longer and radius is increased.
ARSI (Arcane Sight): Ultimate exploring spell, very good chance to detect everything, including invisible / dimensional stuff and displays them on the automap as well.
TRZP: (Trap Zap): Disarm trap.

Detect Secrets (dwarf & elf): Has a chance to detect secrets ahead.
Trap disarming (rogue).
Treasure finding (rogue, bard, dwarf): Increase the chance of finding additional gold & items.
Scouting (elf & hunter): Automap displays monsters in a greater radius.

User avatar
thebruce
Forum Moderator
Posts: 985
Joined: February 17th, 2015, 8:46 am
Contact:

Re: Skills and Spells suggestion thread

Post by thebruce » July 12th, 2017, 10:50 am

As the CrazyRussianHacker says, "tumbs up frum me!"
Visit BardsTaleOnline.com - your community Bard's Tale classic RPG resource!
Twitter: @BardsTaleOnline / Facebook: Bards.Tale.Online
@thebruce0

NewlyObsessedFan
Initiate
Posts: 18
Joined: January 8th, 2018, 9:48 am

Re: Skills and Spells suggestion thread

Post by NewlyObsessedFan » January 8th, 2018, 11:46 am

SUDF - "Summon Dire Ferret" - a high-lvl attack spells that incapacitates an enemy via a mad ferret-like creature with own HP counter that latches on to their face and won't let go until they knock it away via attacks, depleting its HP bar.

Effects: Ferret has own HP (small amount) Affected enemy can do no actions except try melee attacks against face-latched ferret, which if missed do a bit of damage to themselves. Other enemies can target the latched enemy to try and help knock the ferret off if - misses do limited damage to the enemy. While ferret stays on, any heal spells or abilities that target friendly, can target that square to heal the ferret and make it stay on longer.

When HP depleted, ferret falls off and scurries away, loudly swearing vengeance on all involved in snarl-speak

User avatar
Woolfe
Supreme Jerk
Posts: 5675
Joined: March 22nd, 2012, 6:42 pm

Re: Skills and Spells suggestion thread

Post by Woolfe » January 9th, 2018, 7:37 pm

NewlyObsessedFan wrote:
January 8th, 2018, 11:46 am
SUDF - "Summon Dire Ferret" - a high-lvl attack spells that incapacitates an enemy via a mad ferret-like creature with own HP counter that latches on to their face and won't let go until they knock it away via attacks, depleting its HP bar.

Effects: Ferret has own HP (small amount) Affected enemy can do no actions except try melee attacks against face-latched ferret, which if missed do a bit of damage to themselves. Other enemies can target the latched enemy to try and help knock the ferret off if - misses do limited damage to the enemy. While ferret stays on, any heal spells or abilities that target friendly, can target that square to heal the ferret and make it stay on longer.

When HP depleted, ferret falls off and scurries away, loudly swearing vengeance on all involved in snarl-speak
I think ferret legging "mad ferret-like creature squirms into pants and starts biting" would be more amusing. Badguy proceeds to Dance around maniacally hitting themselves about the legs and crotch area, until exhausted ferret flees out the nearest pant opening and away.
It's not too late. Make it Eight!

User avatar
Gizmo
Grandmaster
Posts: 3070
Joined: March 6th, 2012, 6:25 am

Re: Skills and Spells suggestion thread

Post by Gizmo » January 10th, 2018, 2:02 am

Have it summon two ferrets; Koto and Podo.

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests