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A spell that saved my character's bacon all the time in ArM 3 and 4 was Circle of Warriors. Basically it caused a bunch of swords to leap up and spin around the caster, defending him from attack. Here's my retake on it trying to use the new group combat rules presented to make this work. Circle of Warriors lv 25 ReTe possible Cr requisite Range: Touch Duration: Concentration Target: Group By casting the spell on up to 4 Single Weapons (swords is the usual weapon used) the weapons will spring to the air and defend and attack any who the caster directs them at, yet not leave more than 3 paces from him. The combat totals are calculated using the caster's Finesse as the Weapon Ability, and the weapons' statistics. For Iniative use the caster's Quickness. For attack use the caster's Perception. For Defense use the Caster's Quickness. For the Damage use the Caster's Intelligence. The caster can claim up to the +9 bonus for fighting in a trained Group, and it should be noted that he is the leader and vanguard of the group, replace the caster's Finesse for Leadership. The duration is Concentration, and the caster can easily switch targets and tactics freely. This spell is often cast in conjunction with Maintaining the demanding spell, with care however, any that approach are enemies when maintained in this manner. By adding a Creo requisite the necessary weapons can be created as well as controlled, disappearing when the spell ends. Base 3, Range +1, Duration +1, Target +2, Elaborate effect +2 Probably some bugs need to be worked out in this. Most likely the wizard would devote what bonuses he could completely to Defense.
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