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Subject: "Final invoker spell idea." Previous topic | Next topic
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Top General Discussions Gameplay Topic #2673
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permanewbieMon 20-Oct-03 05:10 PM
Member since 04th Mar 2003
349 posts
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#2673, "Final invoker spell idea."


          

I think this is an interesting idea. none of my individual ideas internal to the MAIN idea are fast and firm....more like a first draft general idea of what kind of internal details would go with the main idea...more to illustrate the main idea, than to blueprint it.


Having become a master of Earth (all earth spells 100%)...

the invoker gains insight into gravitic forces (rain of stone, earthquake, etc) and how gravity can actually bend light and sound.

And having become a master of ice (all ice spells 100%)

the invoker gains insight into how light can be magnified and channeled through ice.

And having become a master of air (all air spells 100%)

the invoker gains insight into how changes of air intensity can create massive sounds.


At hero, the invoker gains two final spells.

Gravitic sonic concussion.

and

Gravitic lense.


c 'Gravitic sonic concussion'

Weaving together and drawing in the winds from the Four corners of the earth, you concentrate them to a single point a thousand feet above your head. With perfect timing, you gather the gravitic forces of the earth itself into an invisible lense one hundred feet above your head, just in time togather the sound of the crashing winds and focus them down onto where you stand.

**Area effect, only outside, noone safe from it, caster, cabalmates, groupmates, enemies, all effected.

It forces everyone to the ground, a bash effect that even stops combat for 2 rounds...everyone is lagged from 1-3 rounds...based on saves....EVERYone, even caster, is deafened for 5 hours as their ears bleed. everyone is blinded like a dirt kick (no invoker shield protects) for 0 hours as the intense pressure shuts down the optic nerve. Perhaps more severe eye damage the more sensitive your eyes are....the more detects you have up (evil, good, hidden, invis, traps, magic) and perhaps the most damage if you are affected by ocular enhancement. Perhaps immunity from this part of the damage if you are dirt kicked/blind already?Maybe chance to muddle? 3 different slight damages (from DISMEMBER to MANGLE,then depending on saves...damage taken is linked to how long lagged/how much the ears are affected/how much the eyes are affected)..three different saves checks....

Invoker's sonic concussion forces you to the ground, stunning you!
Invoker's sonic concussion DISMEMBERS you!
Invoker's sonic concussion tears into your eardrums, rupturing them!
Invoker's sonic concussion MANGLES you!
Invoker's sonic cuncussion tries to push your eyes through the back of your head, but you are able to bring your arm up across your eyes before most of the damage is done!
Invoker's sonic concussion maims you!


c 'Gravitic lense'

You form a small, fist-sized, flawless, lense of ice in your hand and hurl it skyward. As it spins to the apex of it's flight, you gather the gravitic forces of the earth itself as a lense above your head to catch the beam from the small lense and focus it down upon where you stand.

**Area affect, affects everyone(same as other spell), must be outdoors.

Affects change depending on what kind of environment it is cast in.

DAYTIME
...Not overcast:
works like a weak area sunray with a chance to blind.
...heavily overcast:
it actually gathers and projects the "gloominess" of the day, with a negative morale effect, and a 3-4 hour timer on an effect that puts a small lag on all input commands (named: General malaise?).

NIGHTTIME
...Not overcast, moon waxing or full:
works kinda like a weak area moonbeam (ala nepenthe's old tat power but area affect?)
...Not overcast, moon waning or new:
Gathers and dazzles with the starlight, stops combat and maybe chance of muddle? or something?
...Overcast, Moon waxing or full:
not sure what to put here.
...Overcast, Moon waning or new:
Spell actually gathers and amplifies and channels the darkness with a few effects....bonuses to orcs and drow affected...penalties to elves and wood elves affected. not sure about specifics....the darkness somewhat congeals and clings to those affected....5-10 ticks.



"Death awaits ya all, wit nasteh big pointeh teeth!"

  

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ValguarneraMon 20-Oct-03 05:17 PM
Member since 04th Mar 2003
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#2674, "RE: Final invoker spell idea."
In response to Reply #0


          

We discussed concepts like sound, gravity, wood, etc. while we were defining the long-term direction of the invoker class some time before the Ooze and Affinity projects were in development. The consensus was that it would too readily turn invokers into a 'kitchen sink' class that could just about do anything.

Sticking with a stricter interpretation of the Elements is also necessary for keeping magical theory consistent across classes (especially conjuration), and keeping with various IC sources like the Lyceum. I don't see the class branching out into anything outside of that.

valguarnera@carrionfields.com

  

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BolderethTue 21-Oct-03 08:38 AM
Member since 04th Mar 2003
197 posts
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#2675, "RE: Final invoker spell idea."
In response to Reply #1


          

I think that adding more spells would simply add more power to an already beastly class, but has thought been given to adding a slight bonus to people who choose fewer elements? Example, if you only specialize in three pathes, you get a spell which utilizes all three of those pathes as a level 51 bonus? This would give more incentive to making a master of ice and earth or something like that, rather then making that combination a 'foolish' choice more so then it needs to be. They don't need more damage or anything, granted, or another spell to spam aimlessly, but it would be nice to have a defining characteristic which emphasizes their 'specialization'.

  

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