Spell Update Proposal: Relieve Burden 08/01/2022 09:20 PM CDT
Relieve Burden is a great spell and valuable addition to the whole game. It is very Cleric like and in my opinion would be well served as a launch pad for another feature to make it into an utterly gigantic rescue spell!

The concept is that when Relieve Burden is INVOKED at an adventurer, that the Invocation serves as a protective measure for the target. The target will lose some mana if the Cleric is successful and there will be a visible chain of energy linking the two for a moment which then coalesces something like jewelry or an accessory to wardrobe the Cleric wears so long as the spell lasts.

The protection will manifest in two ways: First and foremost, if the adventurer dies while the Relieve Burden spell is active then a rescuing Cleric with appropriate skill and training levels will be able to access some of the defensive spells active at the time of the death of the adventurer. This occurs by a manifestation of the energy beheld by the Cleric who cast the spell upon the fallen into the rescuing Cleric. If the Cleric is not the spellcaster behind their Relieve Burden spell when they die, the Cleric rescuing will still be able to reap the benefits of the spell but with a reduction of 50% of the power than if the rescuer happens to same Cleric who cast RB. The defensive spells outside the circles of knowledge for the Cleric will be a reincarnation of themselves when transferred successfully into the aura of the rescuing Cleric, so for example a 414 active might become a +8 to DS and TD since it is not going to be as strong as the original in this form. Each collapsing spell has a chance for storage and transference which is directly related to the MC skillset only to the Cleric who activates the RB upon the fallen and not the fallen themselves. When this activation occurs, the Cleric wearing the energy chain or sash created by their original cast of RB will experience a draw on their mana and a RT while this transference takes place. Those around them will see a flashing and flickering of the worn energy until it finally disappears upon a total completion of the transference.

With this RB active, the Cleric who successfully raises the dead will experience a 5% increase in EXP (plus a 5% raise for each 50 ranks of Lore). When the dead is raised, the spells from the RB experience will drop from the Cleric *and return to the raised* for a duration of 300 seconds + bonuses related to the Cleric and the raised adventurer.

If this got too complex and confusing, the basic idea is that the spell is a battle prep one in case the adventurer dies. The Cleric gets temporary additional protection during the dangerous rescue time from the spells which were active on the dead before they expired. When the same Cleric raises that corpse, the spells can be transferred back for an even more temporary aid in their defenses.

This could obviously be a game changer for rescuers who risk all sometimes to get in there and get the corpse out before they become another burden themselves. It's also fun and makes utility where there is a need for it.


Now here's where it can be even more interesting: If the RB spell is INCANTED (in a non node) then treasure chests specifically which are locked and on the ground will become stuck to the ground with a sticky spiritual webbing. This will give the adventurer a chance to come back to the area and retrieve treasures within a set amount of time. The Cleric won't have to worry about grabbing any boxes so they won't lose time or have a conversation about it with an unsympathic deader who doesn't want their loot to be lost.

Dragons r Real
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