View Full Version : Continous Area Effect Entangle
Wilfred_Death
Aug 29th, '05, 05:59 AM
I want an Entangle spell:
If I make a spell like :
Plant Entangle: 2D6 Entangle
AoE Radius 4"
Continuous
Charges - Continuing Charges lasting 5 Minutes
Only works in areas with Vegetation
Blah etc
Where the effect is 'Plants magically clutch at your legs'
Does that mean that for the 5 Minutes of the 'charge', anyone entering one of the covered Hexes, gets grabbed, and must break the Entangle before moving on, only to be grabbed again in the next Hex ?
If it does, then I can use 'quite small' entangles as unless You can Casual STR through them, you're going to get stuck for at least one action in each hex. This then enables a minor wizard to slow up an advancing group of enemies, probably enough that they can then be 'shot' by his compadres, without going for a high AP entangle.
If it doesn't then how do I build spells that do that sort of thing?
Hugh Neilson
Aug 29th, '05, 06:04 AM
I don't believe the Entangle "attacks" every hex. Rather, it "attacks" anyone who enters the area, and then cattacks again in each of your phases. So, if Grok the Troll breaks his Entangle and has a half phase remaining, he can make a half move through your Entangle and, if he stops outside the Entangle, need no longer concern himself with its effect.
Without putting much thought into it, I think you'd need triggers that reset automatically to catch the target every hex. Expensive? You bet - and it should be!
[Actually, with just one more advantage it won't raise the cost a lot anyway]
Wilfred_Death
Aug 29th, '05, 06:12 AM
I don't believe the Entangle "attacks" every hex. Rather, it "attacks" anyone who enters the area, and then attacks again in each of your phases. So, if Grok the Troll breaks his Entangle and has a half phase remaining, he can make a half move through your Entangle and, if he stops outside the Entangle, need no longer concern himself with its effect.
Without putting much thought into it, I think you'd need triggers that reset automatically to catch the target every hex. Expensive? You bet - and it should be!
That'd be fine, The Entangle effect desired won't stop people from shooting at the mage, they'll also be able to Hack out of it easily with swords or even small Knives, and Grok The Troll will be able to walk through it no problems.
Most of these spells are supposed to work vs Normal Humans with STR 10 or less, the fit hero's can easily overcome them.
I'll go figure out 'Trigger'
Outsider
Aug 29th, '05, 07:34 AM
What would the 'reasonably common' way to turn off the power be?
SirViss
Aug 29th, '05, 07:41 AM
Remember also that if a trapped person doesn't break out, that they get attacked again, and the entangle that they are stuck in gets to roll the Body. If the Body roll doesn't exceed the amount of his entangle, it still gets tougher by +1 Body, until you hit the max (4 Body in this case).:eg:
What would the 'reasonably common' way to turn off the power be?
Destroying all the plant life in the area?
NuSoardGraphite
Aug 29th, '05, 09:51 AM
What would the 'reasonably common' way to turn off the power be?
Burn down the plants or spread some weed-killer!
Outsider
Aug 29th, '05, 11:08 AM
He is already taking a limitation on the power that it only works in areas with vegetation, so that wouldnt fly as the reasonably common turn off for the continuing charge, were I the GM.
Wilfred_Death
Aug 31st, '05, 12:31 AM
What would the 'reasonably common' way to turn off the power be?
In this setting, a Commonly available power to Mages is an area affect Suppression Field. - which once activated is attached to the mage and moves with him -
( For various reasons It's easier to use Suppress rather than Dispel in this setting )
Anyone using the most Minor version of this ( 3Pts ) can disrupt this spell, at least at the low level this spell is supposed to be.
Also The Spell Completely Vanishes after 5 Minutes, Or if the mage desires earlier.
Or If the mage is 'conked on the head' - stunned.
also : Any of the Destroy the local vegetation suggestions work as well.
However that usually takes time and, delay is the purpose of this spell
Remember also that if a trapped person doesn't break out, that they get attacked again, and the entangle that they are stuck in gets to roll the Body. If the Body roll doesn't exceed the amount of his entangle, it still gets tougher by +1 Body, until you hit the max (4 Body in this case).
Yes, that's the idea, but the Entangle will probaly be only 1D6
I was hoping to design a 'Foot only' entangle, that grabbed you in every HEX that it covers, whatever your speed. The Conans of this world would be slowed by it, the villagers would take some time to break though, and Elephants would mostly ignore it altogether
Outsider
Aug 31st, '05, 08:19 AM
You should consider writing it up as a Change Environment with a running movement modifier, or as an area effect Running Suppression, since the main idea is to slow movement, and not really to bind opponents entirely. Buy the power, then add a limitation that the reduction is less effective on high STR targets.
Shadowpup
Aug 31st, '05, 12:27 PM
The Supress Running is a good idea. As since it is only a foot entangle, it wouldn't stop Leaping or Flight.
Wilfred_Death
Aug 31st, '05, 06:59 PM
You should consider writing it up as a Change Environment with a running movement modifier, or as an area effect Running Suppression, since the main idea is to slow movement, and not really to bind opponents entirely. Buy the power, then add a limitation that the reduction is less effective on high STR targets.
That's a brilliant idea, but unfortunately this spell needs the entangle component.
Cast on sleeping Normals , they'd get stuck immediately, ( then wake up because of the plants grabbing at them ), they then have to cut away a 1Body. 1 DEF, plant 'tendril', and should leave the hex or get grabbed again.
The caster can't just walk slowly into the area, as they get grabbed too.
A Compound power with the entangle and suppress running is probably the way to go. This would raise the AP of this spell too high for what is intended.
Ihate to say it but this is supposed to be a version of the players favourite spell from 'The game that should not be mentioned' it was called "Entangle" or something.... Elven PCs always cast it on Human Military camps at night, then shot everyone they could see, any pursuit beng inhibited by the 'Entangle'
This is supposed to be amuch weaker version.
Also they way I'm running this game, if a PC has this Entangle Spell, they can justify "Inventing" different "Entangle Spells" ( Using the Power Entangle )
If I let them have "Suppress Characteristic", that goes into a whole new field,
and runs up against some of the in game 'cultural taboos' and 'Forbidden Power'.
I think I'll try the version with:
Entangle 1D6, AoE Radius
Trigger, Trigger automatically Resets as an action that takes no time, expires in 5 Minutes
Continous
3 Continuing 5 Minute Charges Per Day
IIF Expendable Spell Component
RSR, Gesture, incant
Costs END, Increased END to Start * 10
Set affect Feet Only
Does not prevent Focii use
Only Works In Outside area with suitable Plants
etc
this is under 40AP and therefore qualifies as a 'Starting Spell' for PCs
I assume that it works so:
Anyone in the area is grabbed with a small Entangle ( Probably 1 Body 1 DEF )
To leave the area they must cut their way out of each HEX, or cast a Suppression Field ( Anti Magic ) Spell,
SuperLeap Over the Area ( hah )
Fly ( Hah! )
Or Casual STR to ignore
Or wait 5 Minutes.
If they stay in the Hex the Entangle grabs them again but can never exceed the maximum for a 1D6 Entangle
Whilst Entangled They are at 1/2 DCV and will thus be taking aimed shots from the Casters Friends. There is nothing to stop them from Shooting back however.
:confused:
Hugh Neilson
Aug 31st, '05, 07:32 PM
I think I'll try the version with:
Entangle 1D6, AoE Radius
Trigger, Trigger automatically Resets as an action that takes no time, expires in 5 Minutes
Continous
3 Continuing 5 Minute Charges Per Day
IIF Expendable Spell Component
RSR, Gesture, incant
Costs END, Increased END to Start * 10
Set affect Feet Only
Does not prevent Focii use
Only Works In Outside area with suitable Plants
etc
this is under 40AP and therefore qualifies as a 'Starting Spell' for PCs
I assume that it works so:
Anyone in the area is grabbed with a small Entangle ( Probably 1 Body 1 DEF )
To leave the area they must cut their way out of each HEX, or cast a Suppression Field ( Anti Magic ) Spell,
SuperLeap Over the Area ( hah )
Fly ( Hah! )
Or Casual STR to ignore
Actually, anyone with 20 STR can basically ignore it as their 2d6 Casual STR damage will let them push through more or less effortlesly. Of course, you could always build a higher power version for more powerful spellcasters.
Or wait 5 Minutes.
If they stay in the Hex the Entangle grabs them again but can never exceed the maximum for a 1D6 Entangle
The trigger should allow them to be re-attacked whenever they move into a new hex or if they stay in the same one, I suppose. I'd give them until Caster's next phase if they remain in the hex they were in.
Whilst Entangled They are at 1/2 DCV and will thus be taking aimed shots from the Casters Friends. There is nothing to stop them from Shooting back however.
:confused:
They're entangled. The opposition hits the first. You need an Entangle that takes no damage from attacks. You may also want to extend the range, as it looks like it will only be about a 2" radius. [Maybe start with 1 hex radius, and double it twice so the same +1 gets you a 4" radius.]
I'd probably say use of fire can "shut down" the Continuous entangle, so if you have a torch, the plants will back off or burn away.
Duke Bushido
Aug 31st, '05, 08:37 PM
Remember also that if a trapped person doesn't break out, that they get attacked again, and the entangle that they are stuck in gets to roll the Body. If the Body roll doesn't exceed the amount of his entangle, it still gets tougher by +1 Body, until you hit the max (4 Body in this case).
oooooh! I quite like this aspect! It gives a sense of urgency, and a slight thrill of the terriic, in the classic sense. Well done!
prestidigitator
Sep 6th, '05, 05:22 PM
I haven't read all the replies, so forgive any repeats, but it almost sounds like you don't want Entangle; you want a Change Environment that does something like: 1.) reduces Running a bit and 2.) requires a Str roll (with possible penalties) for targets to move.
Outsider
Sep 6th, '05, 05:34 PM
I'd probably say use of fire can "shut down" the Continuous entangle, so if you have a torch, the plants will back off or burn away.
I like this. The presence of fire, not actually lighting the plants on fire, is what shuts down the power. Unlike the AoE spuress or dispell option, this would be reasonably common, in my judgement.
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