Unknown2005-07-26 02:52:49
QUOTE
Entire armies teleporting through monoliths all the time in times of conflict?
Make it require heavy mana and/or huge recovery. Make it unpredictable. But I see what you're saying.
Perhaps Planar can also be used to setup a destabilization field or something in return--anyone teleporting or transversing into the area suddenly gets destabilzed and takes huge damage from having his or her molecules scrambled.
For instance, this would be an idea.
1) Super-Teleport would be instant--no time delay.
2) It would work automatically if nothing blocks it.
3) If anti-teleport items like monoliths are enabled, make a random roll akin to D&D's teleport. Perhaps nothing happens, teleport works but takes damage, teleport doesn't work and damage is taken, teleport takes you to random area of the same plane, or you're stuck in another plane.
For summon, people could still resist, but it would be harder and one couldn't "walk away" to resist it.
I'd also like to see a tesseract summon. It would actually be helpful for saving people who get into trouble on another plane.
Sylphas2005-07-26 03:44:40
Maze would be awesome, but I doubt it'll make it. You're pretty much talking the trans Domination skill from Achaea, minus the aggro mobs. Banish would be fun if it had maybe a 5 power cost and could be resisted.
Ceren2005-07-26 06:30:40
While we're on the topic of planar abilities...
MINIMIZE AETHER
At the cost of 5 power, disable all planar activity in a room. (This would have two uses:
1. To stop your target from calling for help as it would disable tells, ct, gt, etc
2. To stop them from escaping via teleport/friendly summon.)
Also, the only planar activity it would not stop is conglutinate, because that's just mean.
MAGNIFY AETHER
At the cost of 3 power, enhance planar activity in a room. (The main use of this would be a counter for minimize aether, but would also magnify your channel tells to be heard on all planes, and allow you to hear everyone else's channel tells, regardless of their skill in planar)
MINIMIZE AETHER
At the cost of 5 power, disable all planar activity in a room. (This would have two uses:
1. To stop your target from calling for help as it would disable tells, ct, gt, etc
2. To stop them from escaping via teleport/friendly summon.)
Also, the only planar activity it would not stop is conglutinate, because that's just mean.
MAGNIFY AETHER
At the cost of 3 power, enhance planar activity in a room. (The main use of this would be a counter for minimize aether, but would also magnify your channel tells to be heard on all planes, and allow you to hear everyone else's channel tells, regardless of their skill in planar)
Revan2005-07-27 10:09:38
Here's a nice utility spell: a spell you can enchant on an item, rub it, and it stays with you until you log out. It's effect? You can unravel a gate in 10min instead of 30! I know I'd buy that one. in fact, it will probably be hailed as the single most useful utility spell ever created. Lusternia could make millions off of it! Think of the children!
Terenas2005-07-27 18:10:00
QUOTE(Revan @ Jul 27 2005, 10:09 AM)
Here's a nice utility spell: a spell you can enchant on an item, rub it, and it stays with you until you log out. It's effect? You can unravel a gate in 10min instead of 30! I know I'd buy that one. in fact, it will probably be hailed as the single most useful utility spell ever created. Lusternia could make millions off of it! Think of the children!
157561
Die.
Unravelling takes a long time because it takes an insane amount of time and 20 powers (10 from each person at each end) to create it in the first place. Make an enchant to create a rift in 10 minutes then and you can have your unravelling.
Unknown2005-07-27 18:53:15
Based on fiction, paper RPGs, and the like, creating a permanent gate is complex. It should be equally complex to uncreate.
Olan2005-07-27 19:09:41
QUOTE(Phred @ Jul 27 2005, 11:53 AM)
Based on fiction, paper RPGs, and the like, creating a permanent gate is complex. It should be equally complex to uncreate.
157678
I disagree with this logic. The more complex something is to get working right, the LESS complex it is to muck it all up.
Unknown2005-07-27 20:04:29
QUOTE(Olan @ Jul 27 2005, 02:09 PM)
I disagree with this logic. The more complex something is to get working right, the LESS complex it is to muck it all up.
157682
That logic doesn't apply to things as fragile as a bomb.
Sylphas2005-07-27 21:12:58
Actually, it does. It's very very simple to make a bomb cease to function, if it's extremely complex. Of course, the usual reason for a bomb being complex is because of a timer or other trigger, and if you mess that up, it explodes early. If it explodes early, it has failed, even though the failure might be just as good.
Eyod2005-08-20 09:15:16
Pulse bond (someone who's more imaginative with names can think it up)
is enchanted on piercings, two pieces to be exact, you wear one
and you give one to your partner who also wears it.
is active from the moment your both wearing it.
what does it do, it gives you a warning when your partner
gets injured or attacked, or (and i prefer this) alerts
you when your partner is nocked down to a quarter of their health.
The sounds of a racing heart flood from your silver stud.
or The sounds of distant cries for help pour from your silver
stud.
well any way, i'd like that.
is enchanted on piercings, two pieces to be exact, you wear one
and you give one to your partner who also wears it.
is active from the moment your both wearing it.
what does it do, it gives you a warning when your partner
gets injured or attacked, or (and i prefer this) alerts
you when your partner is nocked down to a quarter of their health.
The sounds of a racing heart flood from your silver stud.
or The sounds of distant cries for help pour from your silver
stud.
well any way, i'd like that.