Hmm... have to figure out a way to balance this then. Have them be sustained with a cost of zero to keep the player from laying 800 wards? Would basically cap the number of offensive wards you could lay at 5.madmonk wrote:Since Wards tend to be one shot things, I would make these permanent until used. No Sustain costs!
Here's an advanced tree idea. If you like these feel free to modify them and give them spiffy names.
Circles (Circles can not be modified with Sigils)
- Binding Circle (melee/personal range): You create a binding circle in target tile and then choose a creature within a range of X. The targeted creature is teleported into the binding circle and dazed for tlevel turns.
- Circle of Elemental Rage (melee/personal range): You create a circle underneath the targets feet that lasts for tlevel turns or until the target moves. Each turn the target suffers X fire, frost, lightning, and physical damage. Additionally it may catch fire, be frozen, dazed, or stunned (random chance divided evenly among the effects, normal save applies).
- ????: Some kinda buff circle. Increasing relevant damage output through either spell power or a straight inflict X% more damage while standing in the circle.
- Protective Circle (melee/personal range): You create a protective circle at your feet that lasts tlevel turns or until you move. While in the Protective Circle you can not be effected by any outside means nor can you effect anything outside of the circle (think of this like a time prison you can't use on other actors but you can quaff potions and buff yourself while it's going).