(Fun?) Spell Proposal: Seal Door
Posted: Tuesday, 25th March 2014, 02:18
Hey, why should Vault Wardens get all the fun? And who is that running around making runed doorways all the time? Don't they realize that we can just walk past those without disturbing whatever's within? That seems like a terrible security system. It has to be Crawlers. An ancient magic, long lost, found again in the cliffnotes of some spellbooks people never read all the way through.
Seal Door: Level 6 Hexes spell
Found in the books of Cantrips and Enchantments, and possibly in randart books when the gods are feeling generous.
This spell's only valid target is a closed door or gateway. Unlike other spells the spell's casting time is always 1.5 turns (or longer as the case may be) as the spell must creep over and take hold of the door itself no matter how fast you think you can cast. And this spell can be interrupted by damage from any source, including poison. Upon casting, an effect will happen based on whether or not the spell was successful and the spell power of the caster. It doesn't work on staircases or portals.
Miscast- Upon miscast the player suffers a random Hexes miscast effect as normal, and the door in question either:
50%: Shatters into tiny pieces, forever destroyed.
50%: Emits a screeching noise in a 6x6 area, waking up anything nearby.
Upon success, depending on spellpower- higher power gives better chance of the better effects:
The door is temporarily sealed to all travelers, similar to the Vault Warden's version, for X turns.
The door is sealed with temporary red runes. These are breakable by the player like blue runes, but only last for X turns.
The door is permanently sealed with blue runes, as seen in vaults. These are breakable by the player as normal.
Seal Door: Level 6 Hexes spell
Found in the books of Cantrips and Enchantments, and possibly in randart books when the gods are feeling generous.
This spell's only valid target is a closed door or gateway. Unlike other spells the spell's casting time is always 1.5 turns (or longer as the case may be) as the spell must creep over and take hold of the door itself no matter how fast you think you can cast. And this spell can be interrupted by damage from any source, including poison. Upon casting, an effect will happen based on whether or not the spell was successful and the spell power of the caster. It doesn't work on staircases or portals.
Miscast- Upon miscast the player suffers a random Hexes miscast effect as normal, and the door in question either:
50%: Shatters into tiny pieces, forever destroyed.
50%: Emits a screeching noise in a 6x6 area, waking up anything nearby.
Upon success, depending on spellpower- higher power gives better chance of the better effects:
The door is temporarily sealed to all travelers, similar to the Vault Warden's version, for X turns.
The door is sealed with temporary red runes. These are breakable by the player like blue runes, but only last for X turns.
The door is permanently sealed with blue runes, as seen in vaults. These are breakable by the player as normal.