Navith wrote:
how about removing the jugs instead? putting high level elementals in jugs would take away one more reason to be a druid, which are already few to none.
How about giving people more reasons to be a druid, instead? New druid spells would be very welcome, no?
Barkskin(~10c)(buff)
This spell toughens the subject's skin, giving it the texture and density of bark. Grants a base amount of universal damage reduction plus a bonus for each fec added. Also improves fortitude save.
Stoneskin(80c+)(buff, selfonly)
This spell grants the caster's skin the toughness of stone. Increases damage reduction dramatically, at the expense of armor class. Additional fecs increase DR bonus and AC penalty.
Call Hurricane(90c+)(duration-based room effect)
This spell summons fierce winds that drive flying creatures from the sky. "Fly" and "Float" lose their normal functionality while in a room affected by this spell, and any creatures with these properties suffer periodic damage. (this spell could set a temporary flag in a room that would suppress fly and float, and do the periodic damage)
Serenity(100c+)(duration-based room effect)
When this powerful incantation is completed, Nature rises up against the unnatural forces of Magic. Non-Nature spells of lower complexity than the active Serenity spell cannot be cast. (this spell would have a very high complexity and mana cost, and a short duration)
Nature's Blessing(100c+)(buff, selfonly)
This spell grants the caster the favor of Nature, imbuing her/him with Nature's strength. Increases strength and maximum strength, constitution and maximum constitution, and decreases spell failure rate. These effects increase with fecs.
As you've probably noticed, some of those spells are only castable by epic characters. I think that all magic types should get such spells; it would make high epic levels more rewarding and more interesting than "yay, more runes in the same old spells".