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Antimagic-only infusions

Posted: Sun Mar 06, 2011 3:30 pm
by Dervis
Just brainstorming a bit to see if antimagic can be improved:
(the concept behind this are of infusions so delicate that the slightest taint of arcane on the host will render them useless)
(if you like any of the concepts i should be able to code them np)

Infusion: Vigor
'Lowers all your cooldowns by x'
(Large cooldown on this one)

Infusion: Warmaster
'Increases all your combat masteries for x for y turns'
(I wanted to do all masteries but it would probably be too abusable, should be ok like this)

Infusion: Slimespray
'Conjures a cone of slime with range x. Any target caught in the area will take y nature damage and be slowed for up to three turns.'
(You know you want this)

Infusion: Magic Supression
'Attempts to dispel up to x magical, curse and hex effects (both good and bad) on the caster and on each target up to y yards.'
(Kind like a devour magic but AoE)

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On the other hand I don't really like items most people won't be able to use. Another choice would be to have normal infusions have an improved effect for antimagic characters.
For example:
Infusion: Movement
Grants immunity to daze, pin and stun effects for x turns.
Antimagic only - Also increases movement speed by y for x turns.

Infusion: Heroism
Grants +x to Strength, Dexterity and Constitution for x turns.
Antimagic only - Also increases all combat masteries by y for x turns.

Re: Antimagic-only infusions

Posted: Sun Mar 06, 2011 3:39 pm
by Postman
IMO if they are not like common infusion they shouldn't be called "infusion". How about calling them "sacrament" or "communion" or something other more "divine" than "alchemical"?

Re: Antimagic-only infusions

Posted: Sun Mar 06, 2011 3:50 pm
by Dervis
Sure, might as well. Can't think of any brilliant words at the moment though :P. It's open an discussion topic so feel free to add your own.

I really like to think of Infusions like they're symbiotes of some kind.

Symbiote: Slimespray. Doesn't sound too bad to me.

Re: Antimagic-only infusions

Posted: Sun Mar 06, 2011 5:42 pm
by TheRani
You could call them Marks of Zigur, since those affiliated with that place would be the only ones who could use them. And they should only be available in Zigur.

I think there should be a unique Mark of Zigur infusion that is as useful as the Rune of the Rift (which they cannot use). I think it should silence and purge all magical effects from its target for some number of rounds, do some nice nature damage scaling with Willpower, and restore equilibrium in the user. It should be a reward for a quest in Zigur.

Another nice Mark of Zigur idea: For X turns, the target takes a nice chunk of nature damage every time they cast a spell. Like a nature-based burning hex.

Re: Antimagic-only infusions

Posted: Sun Mar 06, 2011 6:01 pm
by edge2054
Most of these ideas, while not without merit, don't feel very antimagic too me.

The two Rani posted above are very good though as is the magic suppression one.