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Post by Fantômas on Feb 12, 2019 12:48:40 GMT
Rank 10
Casting time: 24 rounds Range: 3m Duration: until changed MP cost: 16mp
Allows caster to either cause a gate to require a key or remove the requirement for a key. Adding a key - Requires the 'key' to be present. Can be a phrase(eg Open sarsaparilla!) or an object. The object is not unique. eg if a dime from Gotham was used, then any dime from Gotham would work as a key. Once a Key is bound to a Gate, the Gate is closed unless opened with the Key. Removing a key - the key needs to be present. Once removed the Gate stays open.
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Post by logan9a on Feb 12, 2019 14:01:49 GMT
Not sure on this as it would remove loads of careful puzzles. I could see something like 'temporarily lock gate' so that you can have a token or something needed to unlock it. Then a 'unlock temporarily locked gate' spell as well.
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Post by Fantômas on Feb 12, 2019 22:03:21 GMT
I'm assuming it's more the removal of a key you have the issue with. How about removing a key costs a lot more magic points (once a gate has a key it becomes'sticky' and thus harder to remove) eg 24MP. Or certain gates due to their nature require something extra, a 'quest item' of some sort (whether it is something that is obtainable or not is another thing) to be able to be keyed/unkeyed
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Post by logan9a on Feb 12, 2019 22:12:08 GMT
No, I'm wanting to keep certain gates so that 'you have to do the thing to open them'.
Example: Dragon's mouth where you had to cast 3-4 level 10 spells in quick succession on it to open it.
Don't want to lose those sorts of things.
If it is a normal gate and the PC's want to spike/unspike it (and NPC's) that is possible.
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Post by Fantômas on Feb 12, 2019 22:37:32 GMT
No, I'm wanting to keep certain gates so that 'you have to do the thing to open them'. That is what I was getting at re a quest item that may not be obtainable. ie they will stay that way. And it gives you another plot device for those gates that can be unlocked however would require something extra to do so.
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Post by logan9a on Feb 12, 2019 22:42:25 GMT
Can you rephrase the spell description so that is more clear?
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Post by Fantômas on Feb 12, 2019 22:58:54 GMT
Rank 10
Casting time: 24 rounds Range: 3m Duration: until changed MP cost: 16mp
Allows caster to either cause a gate to require a key or remove the requirement for a key. Adding a key - Requires the 'key' to be present*. Can be a phrase(eg Open sarsaparilla!) or a action or an object. The object is not unique. eg if a dime from Gotham was used, then any dime from Gotham would work as a key. Once a Key is bound to a Gate, the Gate is closed unless opened with the Key. Some examples of more unusual keys - casting any 3 rank 10 spells within a certain time frame. A hand of glory.
Removing a key - the key needs to be present*. Once removed the Gate stays open.
*Due to their nature, who created them, how they were created etc, some gates will require an additional special item to bind a key or remove a key. These items will often be hard to obtain and involve a quest or quests. The special item may be something currently unobtainable or considered TBD. Whether that changes in the future is up to the GM.
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Post by Fantômas on Feb 13, 2019 23:25:25 GMT
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Post by logan9a on Feb 25, 2019 15:24:57 GMT
The only problem I've got with this spell is the duration as it goes beyond the day/night thing.
Possible solution -
Having it crys powered and the MP within the crys falls as it goes.
I'm thinking if we have the duration of the spell be daytime/nighttime (as standard) then develop a new tree to be able to hook up crys to the thing to power it, that would be good. I'm OK with people working on a 'magitek tree'.
In this way the PC's will have an ongoing cost in coin for keeping a gate open/closed/modified.
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Post by Fantômas on Feb 25, 2019 22:47:37 GMT
There are other spells that go beyond sunset/sunrise due to their nature. Several in the necromancy tree for example, so it is not a precedent. Also I don't believe those spells are rank 10
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Post by logan9a on Feb 25, 2019 23:38:22 GMT
I'm working on changing those - eventually I want all of the spells to be sunrise/sunset for everything unless there is stuff powered by other stuff.
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Post by Fantômas on Feb 26, 2019 0:17:36 GMT
How about if we changed to cost of this spell to 1 ess for perm and MP for till sunset/sunrise
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Post by logan9a on Feb 26, 2019 0:21:24 GMT
I've been trying to avoid ESS charges - want to use crys instead.
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Post by Fantômas on Feb 27, 2019 1:53:43 GMT
Rank 10
Casting time: 24 rounds Range: 3m Duration: until sunset/sunrise MP cost: 10mp
Allows caster to either cause a gate to require a key or remove the requirement for a key. Adding a key - Requires the 'key' to be present*. Can be a phrase(eg Open sarsaparilla!) or a action or an object. The object is not unique. eg if a dime from Gotham was used, then any dime from Gotham would work as a key. Once a Key is bound to a Gate, the Gate is closed unless opened with the Key. Some examples of more unusual keys - casting any 3 rank 10 spells within a certain time frame. A hand of glory.
Removing a key - the key needs to be present*. If the key was added via this spell by another person, then the key is permanently removed. If the gate is permanently keyed, the gate can be used without the requirement of a 'key' until sunset/sunrise.
*Due to their nature, who created them, how they were created etc, some gates will require an additional special item to bind a key or remove a key. These items will often be hard to obtain and involve a quest or quests. The special item may be something currently unobtainable or considered TBD. Whether that changes in the future is up to the GM. There may be other methods that become available that can extend the length of time that a gate requires a key or is kept open.
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Post by logan9a on Feb 27, 2019 10:32:44 GMT
On an unkeyed gate, the caster can add a key or later remove it. The key must be near (physically, said near, etc) the gate to open it. Can be a phrase(eg Open sarsaparilla!) or a action or an object. The object is not unique. eg if a dime from Gotham was used, then any dime from Gotham would work as a key. Once a Key is bound to a Gate, the Gate is closed unless opened with the Key. Some examples of more unusual keys - casting any 3 rank 10 spells within a certain time frame. A hand of glory.
On a gate which this spell has previously keyed, this allows the caster to remove that key. * Actually - I'm going to make that a different spell. An off shoot of this one.
{All of the above stuff was dancing around the fact that certain gates the GM might not want stripped of their keys. In thinking about it, pretty much all of the locked gates I don't want stripped with this spell so let's just do it this way instead?}
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