"The target's attack, defense, magic, and magic attributes get worse each round the spell is in effect."
Me liking simple words. Is good words, not?
Rowina's Sanity
One target becomes as sane, serene and balanced as Rowina herself. With maybe just a little Schizophrenia added to the mix. A normal person cannot cope with this, and temporarily looses some strength, dexterity, speed and magical attributes each round while the spell is in effect.
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krimm "But there's no way to get to them. Unless you can turn into a bird."
rowinda "I can turn us all into bats. That way, we can fly out and see if the crew took the same way."
shea "You can turn us all into bats?"
rowinda "Sure I can. Permanently."
shea "Permanently?"
rowinda "Yeah. There's no way to turn you back into people afterwards."
shea "In that case, I don't think we'll be doing that."OK, so I have say 10 days or turns or whatever until the next plot point becomes active, like some baddies arrive, the gladiator games start, or like in above example someone falls ill.In SOTW I'm thinking how to do that, currently I have the idea that there's a fixed amount of grinding you can do, using a sort of turn system like in PS. Since there are main key events in the plot, for example from the day that Morran is sick to the next major plot point, there can be 5 days in which the player can grind / do quests. There are random encounter or places you can visit that repeats, but I can stop them from popping up again until a day/turn has passed for example, thus limiting the amount of grinding you are allowed