[D4] Priest Spells and Balance Discussion

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TH - The Hunt
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Re: [D4] Priest Spells and Balance Discussion

Post by TH - The Hunt » Fri Feb 05, 2021 6:46 pm

Some additional spells (from Dragon Magazine) are listed here: http://www.birthright.net/forums/showwi ... c_of_Kings
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DM Juan
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Re: [D4] Priest Spells and Balance Discussion

Post by DM Juan » Mon Feb 22, 2021 12:33 pm

Hand of Peace
Regency: 5
Gold: 3 GB
Sphere: Charm (change to Wards/Protection, maybe? There are a bunch of Charm ones already)
Duration: 1 Domain turn
Required Holding: 3
Character Level: 7
This spell brings all random acts of violence in a province to an end. Everyone within the affected province is overcome with a sense of tranquility, returning to their home province, domain, or other place of origin. Once the domain turn under this spell's influence is over, all creatures affected by the spell suffer complete amnesia; they have no idea of what happened or how they got home.
This spell ends all random hostile events in a province; such as the events Feud, Monster or Brigandage, and Unrest or Rebellion. Hand of peace cannot end a war, but it does turn troops away from the protected province for the duration of the spell. Invading forces can return to the province the following Domain turn if they choose.

The description of how it works can be amended to match the sphere.


"By calling upon the Hand of Peace, all units engaged in attacking the province so protected, are gently pushed back to the province they were mustered in (at their movement rate), suffering no harm on route, but equally unable to prevent it. No armies may enter the province so protected until it expires. The armies that were returned home may engage in further military action after the action in which the Hand of Peace was cast, assuming it did not take more than 1 action to move them home. This also enables movement over sea, if required (they are assumed to move 1 sea zone per war move)."

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CSF - Flint
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Re: [D4] Priest Spells and Balance Discussion

Post by CSF - Flint » Mon Feb 22, 2021 12:48 pm

Could those units attack a different province that domain turn, or are they forced to go home and sit until the spell ends?
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DM Juan
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Re: [D4] Priest Spells and Balance Discussion

Post by DM Juan » Mon Feb 22, 2021 12:56 pm

I think realistically "home" is vague. I would clean that up, and say they move maximum movement for the action until reaching the province they were mustered in, cannot engage in any aggressive war moves for remainder of action, and then can turn around in future actions to attack elsewhere. It's also why I am thinking of changing it from Charm. Arguably, it wouldn't work on Undead because of the Charm. Wards or Protection would be literal expulsion.

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AaH - Avicerra al Hamam
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Re: [D4] Priest Spells and Balance Discussion

Post by AaH - Avicerra al Hamam » Mon Feb 22, 2021 1:00 pm

Summoned units and undeads just vanish permanently?

In this campaign it will take a while before this can be used. Not many temple 3 around. Maybee change to temple 2.

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WM - The Waste Mage
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Re: [D4] Priest Spells and Balance Discussion

Post by WM - The Waste Mage » Mon Feb 22, 2021 1:01 pm

DM Juan wrote:
Mon Feb 22, 2021 12:33 pm
Hand of Peace
Regency: 5
Gold: 3 GB
Sphere: Charm (change to Wards/Protection, maybe? There are a bunch of Charm ones already)
Duration: 1 Domain turn
Required Holding: 3
Character Level: 7
This spell brings all random acts of violence in a province to an end. Everyone within the affected province is overcome with a sense of tranquility, returning to their home province, domain, or other place of origin. Once the domain turn under this spell's influence is over, all creatures affected by the spell suffer complete amnesia; they have no idea of what happened or how they got home.
This spell ends all random hostile events in a province; such as the events Feud, Monster or Brigandage, and Unrest or Rebellion. Hand of peace cannot end a war, but it does turn troops away from the protected province for the duration of the spell. Invading forces can return to the province the following Domain turn if they choose.

The description of how it works can be amended to match the sphere.

Too strong. Someone can be immune to attack forever. Should have massive drawbacks. Wards and Honest Dealings both have annoying side effects to make you not permanently cast them. This should also have something like that so people cannot sit there immune to threat.

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DM Juan
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Re: [D4] Priest Spells and Balance Discussion

Post by DM Juan » Mon Feb 22, 2021 1:05 pm

Hand of Peace
Regency: 5 + 5RP per prior time this has been cast on the province in question (cumulative)
Gold: 3 GB
Sphere: Charm (change to Wards/Protection, maybe? There are a bunch of Charm ones already)
Duration: 1 Domain turn
Required Holding: 3
Character Level: 7
This spell brings all random acts of violence in a province to an end. Everyone within the affected province is overcome with a sense of tranquility, returning to their home province, domain, or other place of origin. Once the domain turn under this spell's influence is over, all creatures affected by the spell suffer complete amnesia; they have no idea of what happened or how they got home.
This spell ends all random hostile events in a province; such as the events Feud, Monster or Brigandage, and Unrest or Rebellion. Hand of peace cannot end a war, but it does turn troops away from the protected province for the duration of the spell. Invading forces can return to the province the following Domain turn if they choose.


"By calling upon the Hand of Peace, all units engaged in attacking the province so protected, are gently pushed back to the province they were mustered in (at their movement rate), suffering no harm on route, but equally unable to prevent it. No armies may enter the province so protected until it expires, no war actions undertaken in the province by any force. The armies that were returned home may engage in further military action after the action in which the Hand of Peace was cast, assuming it did not take more than 1 action to move them home. This also enables movement over sea, if required (they are assumed to move 1 sea zone per war move)."

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DM Juan
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Re: [D4] Priest Spells and Balance Discussion

Post by DM Juan » Mon Feb 22, 2021 1:05 pm

Now it becomes prohibitively expensive to keep it up. Good as a 1-time interception, bad as a better ward spell.

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RaH - Rassan al Hamam
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Re: [D4] Priest Spells and Balance Discussion

Post by RaH - Rassan al Hamam » Mon Feb 22, 2021 1:06 pm

I think this spell is FAR to powerful and flexibel.

It can be used for just 5 RP and 3 GB to end a Brigand event(think like 5 Undead just go away where you before had to get a big army or mass destruction for 25 RP)
And if you are attacked, you can just move away the biggest army without them being able to do anything while you focus on smaller armies.

One or the other maybe, but not with that flexibility.

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Re: [D4] Priest Spells and Balance Discussion

Post by YK - Yuri Khavlor » Mon Feb 22, 2021 1:08 pm

Maybe instead of the province as a target, it targets an "area" So a group of attacking/rebelling units, the random event, etc. The province would then be vulnerable to additional attacks, instead of being a Ward it is a Charm effect.

It could allow a saving throw, most units will be repelled but some may have the discipline to overcome the effect.
It may prevent entry, training, garrisoning of friendly armies
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