New Geomancy Ability: Passage

by Unknown

Back to Ideas.

Unknown2007-05-13 06:32:45
Essentially what this would allow is two different things..

First, if the Geomancer is burrowed, they can simply walk in any direction, without the need to use massive balance or endurance. Fairly simple, but I think it fits.. the earth should essentially just carry the Geomancer along.

Second, if in an Underground location, the Geomancer can seemingly merge with the wall, ceiling, or floor of the tunnel and be capable of moving along in a phased state for as long as they remain in an underground environment, capable of seeing and hearing the room they're in, to even speak, and able to attack once (attacking would cause the earth hiding them to crumble away, thus revealing them) to surprise foes. They would be targeatable by Psionics, Kether, and Violet, same as Ghosts.

These ideas are just sort of sparked by the new Undervault, because really, Geomancers should be able to move easily about underground and be capable of avoiding all the nasties while not losing their bearings or speed. They are, after all, masters of the Earth.
Xenthos2007-05-13 06:35:57
Think it's a bit early to give such an advantage to one guild in what is, essentially, half of the Prime Material Plane...
Shiri2007-05-13 06:36:06
QUOTE(S.A.W. @ May 13 2007, 07:32 AM) 406917
Essentially what this would allow is two different things..

First, if the Geomancer is burrowed, they can simply walk in any direction, without the need to use massive balance or endurance. Fairly simple, but I think it fits.. the earth should essentially just carry the Geomancer along.

Second, if in an Underground location, the Geomancer can seemingly merge with the wall, ceiling, or floor of the tunnel and be capable of moving along in a phased state for as long as they remain in an underground environment, capable of seeing and hearing the room they're in, to even speak, and able to attack once (attacking would cause the earth hiding them to crumble away, thus revealing them) to surprise foes. They would be targeatable by Psionics, Kether, and Violet, same as Ghosts.

These ideas are just sort of sparked by the new Undervault, because really, Geomancers should be able to move easily about underground and be capable of avoiding all the nasties while not losing their bearings or speed. They are, after all, masters of the Earth.

The latter is all well and good, but imagine Druids doing that in forests. noway.gif
Unknown2007-05-13 06:39:18
Its not much different than Ghost in Necromancy though, is it? Except Ghost doesn't have the restrictions.
Xenthos2007-05-13 06:43:39
QUOTE(S.A.W. @ May 13 2007, 02:39 AM) 406922
Its not much different than Ghost in Necromancy though, is it? Except Ghost doesn't have the restrictions.

Ghost has its own restrictions, and is a part of the Necromancy skillset, with its own positives and negatives. It's also been hit pretty hard with a nerf recently.

Still have to stand by my original statement-- it's far too early to give a skill which significantly changes how one guild deals with half of the Prime Plane-- especially being the "most dangerous" half.
Unknown2007-05-13 08:39:05
The "walk like normal while burrowed" part sounds good.
Acrune2007-05-13 14:11:25
Both of those ideas are rather powerful. Also rather unlikely because I've been wanting aquamancers to be immune to currents with no luck(which is in the same vein as these ideas), and both of these ideas are much better then that. Maybe they'd be ok if the Aquamancers and both druids got similar abilities for their terrain.
Unknown2007-05-13 14:39:51
for Druids-- Warden: While in the trees, Druids are able to see and hear everything going on below them and above them. In addition, when they move into a room, they can see who is present on the different elevations.

Being in the trees is already sort of phase-ish. All it would take is allowing the druid to see and hear normally. They could even attack freely, and already have hexegram resistance and stuff.

As for Aquamancers..um.. you could do similar while Dived? Able to move just like walking, and see and hear everything going on above you.

That could be the solution for the Geomancer Passage too. Take out the phase thing, and just let them see and hear what's going on above ground while they're burrowed.
Saran2007-05-13 16:07:09
QUOTE(S.A.W. @ May 14 2007, 12:39 AM) 406999
for Druids-- Warden: While in the trees, Druids are able to see and hear everything going on below them and above them. In addition, when they move into a room, they can see who is present on the different elevations.

Being in the trees is already sort of phase-ish. All it would take is allowing the druid to see and hear normally. They could even attack freely, and already have hexegram resistance and stuff.

Not really phase like, it's an elevation which people are regularly brought into in combat against a druid and you can be hit by staves and cudgels from different elevations.
An ability to not be knocked from the trees exists in cling, though it would be nice to have a passive version.

QUOTE
As for Aquamancers..um.. you could do similar while Dived? Able to move just like walking, and see and hear everything going on above you.

That could be the solution for the Geomancer Passage too. Take out the phase thing, and just let them see and hear what's going on above ground while they're burrowed.


The problem with the underground passage thing is that it covers so many areas it's a benefit you can have in the mining villages, all/most of the undervault, etc. Then with the burrow ability it extends to any location you can burrow to, where the druid and aqua benefits are restricted to being only in their demesne/terrain, aquas with the extra restriction that you need to be in an ocean. Burrowing works in so many places and doesn't always require raising terrain.
Unknown2007-05-14 13:31:50
How about for druids, cling becomes a defence instead of a shield-like effect?
Shiri2007-05-14 13:34:01
QUOTE(Caerulo @ May 14 2007, 02:31 PM) 407384
How about for druids, cling becomes a defence instead of a shield-like effect?


Hey, that's actually pretty good! Nice thinking.
Unknown2007-05-14 16:37:46
I'm pretty sure that they've said that current affect Aquamancers because they can't feasibly code it otherwise. Natural currents either affect everyone, or no one. I have no idea if the code is similar for underground movement/burrowing or not, but "Aquamancers denied" is a bad reason to apply to this situation.
Unknown2007-05-15 13:14:46
It is not so much as a 'If we can't get it, no one else should', but that being able to Ghost or Dreambody in a fairly large scope seems a little too overwhelming, and requires some thinking about.

Also, one of his reasoning is that since Geomancers are the masters of earth, they should get such benefits. Then logically one would think, if Aquamancers are masters of water and Druids are masters of trees, wouldn't they get some benefits as well?
Unknown2007-05-15 15:47:42
Point taken.

I'd be perfectly satisfied with just the ability to walk while underground instead of burrowing. Or even just removing the balance on burrow.

By all means, debate the phase-like ability.