Magic Discussion - Kinky's Notes
Posted: Sun Jan 22, 2012 4:00 am
Here are my notes from the discussion on OOC about magic. Please feel free to comment, add things, etc.
DISCUSSED
- Hallucination Hex
- Fecho loosened up as mattack comes in
- Ensuire mv drain on mattack is balanced
- Create 'eavesdroping' objects - testable in some manner
- More forging magical objects/enchanting
- Clothing nuke spell? ... not sure about this one, seems a bit comic for our theme, but definitely obj destroy - ableit i think this is in-game?
- Spells to lock notes/objs from being read except by a single person's name
- Create "knowledge' objects (that mages can reduce their own skill for?)
- A spell that nulls all affects
- Curse objects/clothing to be non-removable
- Hex someone to be able to know where they are at all times
- Mark some spells as hexes and make it so people can only be hexed once in awhile.
- copy existing objects (definitely an earth spell - material might be required)
- mimic spell to fake being someone else. Probably won't replace equipment, just intro, desc, and people's remember lists
---- Give this spell some sort of test people can do to penetrate it if being diligent
- magic to forge people's mail headers/signatures if the mage has a legit one on-hand
- spell objects should degenerate over time if informational, to eventually clue people in to its magic origin
- spell to "ride" NPCs and PCs/snoop
----- should leave some traces
- mage locks and mage keys (maybe name triggered too)
- using blood/hair/etc as a facilitator to magic
- a command like steal to take hair/nail clippings
- require objects like hair/nails for certain spells to target (or all?)
- perhaps certain actions taken by players can leave behind hair/nail, etc objs that people can forage/search for?
- creating effigies to be able to target people with magic
- spell traces - and a spell to backtrace
- add depth to a mage, giving them a flavor to their casting
- avatar short descriptions
- alternate endings to 'a mage getting caught and becoming unplayable'
---- identity theft (see above)
---- free "plastic surgery" spell (not easy to do ICly, but IC and not QP or staff fuelled)
REJECTED
- Combat Spells
- Damage Spells
- Anything that makes a mage, outside of normal combat and mattack, theoretically more powerful in a fight/arrest situation than a knight. No single spell to become a 'get out of jail free' card, as the knight arrest function must work in almost all cases for game balance and theme viability reasons
POLL
Abortion Spell
DISCUSSED
- Hallucination Hex
- Fecho loosened up as mattack comes in
- Ensuire mv drain on mattack is balanced
- Create 'eavesdroping' objects - testable in some manner
- More forging magical objects/enchanting
- Clothing nuke spell? ... not sure about this one, seems a bit comic for our theme, but definitely obj destroy - ableit i think this is in-game?
- Spells to lock notes/objs from being read except by a single person's name
- Create "knowledge' objects (that mages can reduce their own skill for?)
- A spell that nulls all affects
- Curse objects/clothing to be non-removable
- Hex someone to be able to know where they are at all times
- Mark some spells as hexes and make it so people can only be hexed once in awhile.
- copy existing objects (definitely an earth spell - material might be required)
- mimic spell to fake being someone else. Probably won't replace equipment, just intro, desc, and people's remember lists
---- Give this spell some sort of test people can do to penetrate it if being diligent
- magic to forge people's mail headers/signatures if the mage has a legit one on-hand
- spell objects should degenerate over time if informational, to eventually clue people in to its magic origin
- spell to "ride" NPCs and PCs/snoop
----- should leave some traces
- mage locks and mage keys (maybe name triggered too)
- using blood/hair/etc as a facilitator to magic
- a command like steal to take hair/nail clippings
- require objects like hair/nails for certain spells to target (or all?)
- perhaps certain actions taken by players can leave behind hair/nail, etc objs that people can forage/search for?
- creating effigies to be able to target people with magic
- spell traces - and a spell to backtrace
- add depth to a mage, giving them a flavor to their casting
- avatar short descriptions
- alternate endings to 'a mage getting caught and becoming unplayable'
---- identity theft (see above)
---- free "plastic surgery" spell (not easy to do ICly, but IC and not QP or staff fuelled)
REJECTED
- Combat Spells
- Damage Spells
- Anything that makes a mage, outside of normal combat and mattack, theoretically more powerful in a fight/arrest situation than a knight. No single spell to become a 'get out of jail free' card, as the knight arrest function must work in almost all cases for game balance and theme viability reasons
POLL
Abortion Spell