High Level Spell Slot: Wizard Bubble on 01/18/2017 08:29 PM CST
This is for a Master Wizard who has enough alliance with the Elementals of the world of Elanthia to travel somewhat fueled by what the Chronomages use
for their rings (though only a mere tiny fraction of that power is harnessed) along with an incredibly complex and powerful use of their more characteristic Elemental magicks. When the Wizard casts 'Wizard Bubble', a billowing crystal clear pod appears from high in the sky and directly over the Wizard. The Wizard may hop in by grasping the transparent 'rope' like fixture dangling from what otherwise would appear something like a natural
formation from a plant say (oversized of course) and something like a bubble from a soapy incident. The points of travel will be expressly bound to certain points of Elanthia with anchored areas where they can tinker lightly with the fields Chronomages are most concentrating their magicks. When the Bubble is traveling to the Chronomage point, the surroundings whir by in a flash as if the terrain is all blending into itself in one current. The travel will take some time and not be instant but they can reach places which would otherwise be unattainable by ringing in. The anchor points will be a place to make the choice to leave or to continue on and always be a node. The travel time will always be much faster than if by foot (including Lich). It will allow the travelers to bypass many otherwise difficult or time consuming areas (in terms of their obstacles). There may be even custom points designed by creators there at Simu just for the special places to disembark, for example a nice high tree in reivers which is otherwise unringable. If cast in a battle situation, the wizard can be given a chance to use it for a quick escape route. The Bubble itself will be very challenging for foes to target because of the massive power of the Chronomage streams but also because of the immense defensive advantages to the physical Bubble itself which will be tougher than the stone of an Iloke. If cast underwater, the Bubble will save the life of the Wizard and at least one adventurer joined by encapsulating them and raising them to the surface safely. The floating pod can take a pet and one adventurer at a time (but there may be limits with another humanoid onboard). If cast on a FOE the spell becomes a MANEUVER and attempts to form a prison for the target which charges them while inside with the Chronomage power which forces their body to temporally shift, causing massive stuns and shock to the system. The Bubble disappears when the adversary is unconscious, dead or otherwise seriously incapacitated and not before. Many spontaneous death scenarios may be possible with the rolls of the dice on the attack and with lore advantages. If used successfully, the chances of finding a ring on the corpse increase 50%. Chances for FAILURE would include massive backlashes and perhaps a stiff lecture or penalty from the Chronomages directly, who mostly seem amused by the feeble attempts to toy with the powers they mastered. With lore, like 930 the chances of Failure can be reduced to nothing but with this spell which is so powerful, I feel that a pretty high bar for that level should be imposed. Also, some cost beyond mana probably would be a good choice such as one gold ring for the power (like something the Chronomage's prefer not be used in the first place so they might have kicked down with the spell so they can get their rings back). Once running though, it should remain with the Wizard like a disk and able to rest at an anchor but to return on command. Transporting a friendly occupant will be possible and the way to do that is that have the passenger potentially wanting to enter the Bubble at an anchor point be able to communicate using a pet who is there to let in FRIENDLY (those who have been BEFRIENDED) passengers if the option is toggled to allow for this, such as an opening forming for them to ask or the Bubble being naturally closed off. Having to re-cast the spell might be a fair price for the safe transport of the friendly occupant when they arrive to you forcing the Wizard to re-cast the spell with a new ring offering to the Chronomages. The spell would be awesome with a long and colorful process to cast - I like a full 60 seconds with the Chronomages doing something hilariously crazy behind the scenes and the Bubble developing in stages until it finally lowers itself with the dangling cord. This will make it important to give the Wizard an option to use the Bubble as a defensive measure in battle as opposed to anchoring it at a Chronomage point so perhaps a built in VERB to activate it that way specifically. Perhaps if the rope hovers above you and can be grabbed to trigger the Bubble which will attach itself to the rope, giving you the chance to escape probably bleeding and grateful to the Chronomages. I would like it if there were finally a way for Wixards to beat stuns, too so that if the thing could kind of help you out with the blast of its power as the Bubble descends upon you, maybe a little temporal illusion to give the FOES something to do instead of attack you while it makes it entrance?
It's a big spell. If it's a 50th level spell slot that'll do it justice but if there's a 100th level spell slot, that would be just as cool.
Let me just add the tasty bit that the one thing I truly miss about Platinum is the portal system! That boon made playing the game a lot more awesome because you could poof--get to the Elven Nations in a few seconds. It also is a really cool thing in terms of how they placed it and used the storyline sometimes. If this was somehow able to do the same thing or close to it that would be great.
Re: High Level Spell Slot: Wizard Bubble on 01/20/2017 11:48 AM CST
I've invested some time with this write-up, with the intent to support, provide feedback, decry or otherwise express my opinion.
My first opinion is - wow. That's an interesting - and seemingly not straight forward - set of combined abilities that are included. Usually that trips the 'over-powered' or 'not-feasible' flags. Our present development tracks though might be able to ingest something like this if it were sectioned a bit - a spell with 4 benefits, 2 core / 1 lore / 1 different lore, for example.
My second opinion is - I'm not sure defensive and travel should be mixed. So maybe there's some way to separate the two?
My third opinion is - I may have missed something key, and I'll apologize. I've read the text four times, including copying it out to a text document and attempting to align like concepts and ideas. Perhaps less wall and more section would help.
Doug
My first opinion is - wow. That's an interesting - and seemingly not straight forward - set of combined abilities that are included. Usually that trips the 'over-powered' or 'not-feasible' flags. Our present development tracks though might be able to ingest something like this if it were sectioned a bit - a spell with 4 benefits, 2 core / 1 lore / 1 different lore, for example.
My second opinion is - I'm not sure defensive and travel should be mixed. So maybe there's some way to separate the two?
My third opinion is - I may have missed something key, and I'll apologize. I've read the text four times, including copying it out to a text document and attempting to align like concepts and ideas. Perhaps less wall and more section would help.
Doug