More 'Other' Items
Apr 15, 2015 15:41:54 GMT -6
Post by Zacharia on Apr 15, 2015 15:41:54 GMT -6
Although a subtle and optional addition, I'm a big fan of the additional 'Other' items like the Smoke Bombs and Light Runes and Mines. The only downside is how they can be used just one time per thread individually. So I'd be all for throwing in some more tools and weapons to play around with, to supplement the lack of usage per item and offer new choices for any player. Here are a few suggestions:
-Flashbeams: Using the radiant power of Shine, these are capsulated spirits ready to burst forth. Though the area of effect is limited to less than two yards, anyone caught in the blast radius will have their senses bewildered in a sharp flash of light. Perfect for getting the drop on an opponent, or a distractive maneuver. Not as powerful the Daunt skill and virtually useless against one's spirit, but useful in a pinch.
-Siren Bombs: Though the magic used is derived from the Worm spell, these little bundles of energy are anything but subtle. Unless you're in a padded room, chances are this burst of Nether will carry for miles around. Direct contact with the shriek itself is similarly unpleasant, but unlike similar weapons, this will not render a foe unconscious or fully disoriented unless extremely close. Not as powerful the Daunt skill and virtually useless against one's spirit, but useful in a pinch.
-Stink Bombs: A non-magical construct in nature, and when struck against a hard object this volatile pouch explodes in a wave of highly flammable sludge similar to oil. As the substance pools, deathly odors permeate the air for long periods of time. Not the most combat-oriented of tools unless paired with fire, but it can have its uses!
-Vortexes: Perhaps the least combat oriented of the weapons, yet one of the most devastating. Containing the near-unabridled power of Excalibur, this capsule won't harm, but has the power to throw anything short of an armored knight around in the air before the magical effects disperse. However, if one is crafty with their usage of a Vortex, they can slingshot themself to all manners of places normally unreachable by human prowess. Just be careful about the landing!
-Blizzards: Entirely ineffective at long range, but can be deadly up front. Using moisture in the air, this spell channels the power of Fimbulvetr and freezes the water surrounding you into a fine mist of frost. On humans it lasts a short period of time as the body melts the surrounding chill away, but on material objects or undead monsters . One blast from this numb's a foes limbs over a small time period as though they were turning to lead. The only downside is that at such a close range, it affects the wielder too - buyer beware!
-Earth Sigil: Using whatever earthen material is lying around, this Gaean magic conjures up a person-sized wall capable of blocking several light attacks before crumbling back into a pile of mud. If the material being used is sturdy enough, it can act as a make-shift platform or battering ram with proper aim.
-Dark Rune: Created by the power of Eclipse, this rune does little damage, but it can suck material objects in and keep them trapped in its weak field of gravity for about ten minutes. Extending its small frame can widen the area of effect, but lower the time of duration it can hold something in place before dispersing.
Any questions, concerns, comments, or suggestions from you guys? I would love to hear feedback, and see what other ideas could be created.
-Flashbeams: Using the radiant power of Shine, these are capsulated spirits ready to burst forth. Though the area of effect is limited to less than two yards, anyone caught in the blast radius will have their senses bewildered in a sharp flash of light. Perfect for getting the drop on an opponent, or a distractive maneuver. Not as powerful the Daunt skill and virtually useless against one's spirit, but useful in a pinch.
-Siren Bombs: Though the magic used is derived from the Worm spell, these little bundles of energy are anything but subtle. Unless you're in a padded room, chances are this burst of Nether will carry for miles around. Direct contact with the shriek itself is similarly unpleasant, but unlike similar weapons, this will not render a foe unconscious or fully disoriented unless extremely close. Not as powerful the Daunt skill and virtually useless against one's spirit, but useful in a pinch.
-Stink Bombs: A non-magical construct in nature, and when struck against a hard object this volatile pouch explodes in a wave of highly flammable sludge similar to oil. As the substance pools, deathly odors permeate the air for long periods of time. Not the most combat-oriented of tools unless paired with fire, but it can have its uses!
-Vortexes: Perhaps the least combat oriented of the weapons, yet one of the most devastating. Containing the near-unabridled power of Excalibur, this capsule won't harm, but has the power to throw anything short of an armored knight around in the air before the magical effects disperse. However, if one is crafty with their usage of a Vortex, they can slingshot themself to all manners of places normally unreachable by human prowess. Just be careful about the landing!
-Blizzards: Entirely ineffective at long range, but can be deadly up front. Using moisture in the air, this spell channels the power of Fimbulvetr and freezes the water surrounding you into a fine mist of frost. On humans it lasts a short period of time as the body melts the surrounding chill away, but on material objects or undead monsters . One blast from this numb's a foes limbs over a small time period as though they were turning to lead. The only downside is that at such a close range, it affects the wielder too - buyer beware!
-Earth Sigil: Using whatever earthen material is lying around, this Gaean magic conjures up a person-sized wall capable of blocking several light attacks before crumbling back into a pile of mud. If the material being used is sturdy enough, it can act as a make-shift platform or battering ram with proper aim.
-Dark Rune: Created by the power of Eclipse, this rune does little damage, but it can suck material objects in and keep them trapped in its weak field of gravity for about ten minutes. Extending its small frame can widen the area of effect, but lower the time of duration it can hold something in place before dispersing.
Any questions, concerns, comments, or suggestions from you guys? I would love to hear feedback, and see what other ideas could be created.