Gell's Slamming Cyclotron


If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.

Temple Termagant

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Post Wednesday, 20th July 2016, 20:03

Gell's Slamming Cyclotron

Looking for a higher level translocation flavor damage spell? How about this mal-formed Idea.

Cyclotron opens up two vertical opposing teleportation portals ( think of the computer game Portal).

Monsters dragged into the portal by Gravitas or Force lance begin falling to their dooms, passing faster and faster between the two portals.

After a while, the bottom portal shuts and ... splat ...

Monsters could lose damage based on how long they were in the cyclotron.

If you put multiple monsters in the cyclotron, they could land in random order with the first one being damaged by a percentage of the hit points of the next, requiring multiple lances and gravitas to juice it up.

Power scales as higher power levels keep it open longer.

Shouldn't affect flying units, unless they get hit by a falling monster as they pass through the space, can apply damage as a hit dice percentage.

attacks passing through the space have a small chance of hitting a falling monster.

Tartarus Sorceror

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Post Wednesday, 20th July 2016, 20:15

Re: Gell's Slamming Cyclotron

Heh, it's a cool concept, although being able to stun monsters for multiple turns like that is pretty powerful.

Tartarus Sorceror

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Post Wednesday, 20th July 2016, 20:16

Re: Gell's Slamming Cyclotron

But can you throw lighting bolts or flame clouds inside the portals?
You shall never see my color again.

Temple Termagant

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Post Wednesday, 20th July 2016, 20:41

Re: Gell's Slamming Cyclotron

dowan wrote:Heh, it's a cool concept, although being able to stun monsters for multiple turns like that is pretty powerful.


Yeah... I think you could balance it by making it harder to move high level/ hit dice monsters with gravitas and or force lance. In this case, it becomes a stronger "conjure flame" for blocking hallways or something. And it doesn't work for flying.
No cognisant monster would step into it by default.

Tartarus Sorceror

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Post Wednesday, 20th July 2016, 21:00

Re: Gell's Slamming Cyclotron

That in and of itself makes it a quite powerful spell.

Temple Termagant

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Post Wednesday, 20th July 2016, 21:36

Re: Gell's Slamming Cyclotron

dowan wrote:That in and of itself makes it a quite powerful spell.

Just have to make it short enough... like maximum 2 turns for the slowest player.
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Swamp Slogger

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Post Thursday, 21st July 2016, 10:36

Re: Gell's Slamming Cyclotron

dont nerf it just make it like a level 9 translocation spell that works on everything?
Formicid Lyfe

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Post Thursday, 21st July 2016, 18:07

Re: Gell's Slamming Cyclotron

Nah... It should be nerfed enough to be level 6 or so, then level 9 can be random cyclotrons popping up all over the place and sucking in monsters :)

Tomb Titivator

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Post Thursday, 21st July 2016, 18:11

Re: Gell's Slamming Cyclotron

If you're looking for a lvl9 translocations spell, how about one that's actually translocations and not reflavored conjurations. For example, blink all enemies to locations of your choice.

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Swamp Slogger

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Post Thursday, 21st July 2016, 19:03

Re: Gell's Slamming Cyclotron

ydeve wrote:If you're looking for a lvl9 translocations spell, how about one that's actually translocations and not reflavored conjurations. For example, blink all enemies to locations of your choice.

never heard of that
Formicid Lyfe

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Post Thursday, 21st July 2016, 19:15

Re: Gell's Slamming Cyclotron

The holding them in place part makes it different from most conjurations, and the flavor of portals makes it translocations.
So could characters under stasis walk through these cyclotrons without getting hurt? I'm guessing not, since they can go through portals.

Temple Termagant

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Post Thursday, 21st July 2016, 20:49

Re: Gell's Slamming Cyclotron

The game play I like is being able to supercharge the spell by trying to add more monsters... it means you're going to be around when they come bouncing out of the cyclotron. Makes those few turns of decision making a little more delicious, run and live, or stay and kill ( or die ).

So make the initial monster get middling damage, but adding more really scales... Keep the time fixed at a power based number of auts ( I think that's the right term )

Dungeon Master

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Post Sunday, 24th July 2016, 01:12

Re: Gell's Slamming Cyclotron

ydeve wrote:If you're looking for a lvl9 translocations spell, how about one that's actually translocations and not reflavored conjurations. For example, blink all enemies to locations of your choice.

So what, you'd get prompted for every single enemy?

Tomb Titivator

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Post Sunday, 24th July 2016, 01:18

Re: Gell's Slamming Cyclotron

Yes, it would be an interface nightmare, but at least it would actually be a translocations spell.

Ziggurat Zagger

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Post Sunday, 24th July 2016, 01:56

Re: Gell's Slamming Cyclotron

Master Gate (translocations 9)

If you are standing on a Pandemonium portal, this spell allows you to use that portal to travel to one of the remaining four Rune levels that you have not yet visited, guaranteed. If there are no remaining unique Pan Rune levels in your game, then it returns you to the portal you used to access Pan in the first place.

If you are standing on a portal in the Abyss, this spell allows you to use that portal to travel to either the dungeon level where you entered the Abyss or Abyss 5, whichever you choose.

No other effects. Totally worth dropping 20 levels of xp into tloc for the postgame when the random number generator just doesn't decide to cooperate while you're trawling through Pan for that last bloody Rune.

Crypt Cleanser

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Post Sunday, 24th July 2016, 02:09

Re: Gell's Slamming Cyclotron

KoboldLord wrote:Master Gate (translocations 9)

If you are standing on a Pandemonium portal, this spell allows you to use that portal to travel to one of the remaining four Rune levels that you have not yet visited, guaranteed. If there are no remaining unique Pan Rune levels in your game, then it returns you to the portal you used to access Pan in the first place.

If you are standing on a portal in the Abyss, this spell allows you to use that portal to travel to either the dungeon level where you entered the Abyss or Abyss 5, whichever you choose.

No other effects. Totally worth dropping 20 levels of xp into tloc for the postgame when the random number generator just doesn't decide to cooperate while you're trawling through Pan for that last bloody Rune.

Can we make the first half of this a level 0 spell instead?

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duvessa, Shard1697

Ziggurat Zagger

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Post Sunday, 24th July 2016, 02:20

Re: Gell's Slamming Cyclotron

PleasingFungus wrote:
ydeve wrote:If you're looking for a lvl9 translocations spell, how about one that's actually translocations and not reflavored conjurations. For example, blink all enemies to locations of your choice.

So what, you'd get prompted for every single enemy?
list of words in Tavern's vocabulary:
cat
dog
flavour
median
tedious
example

Dungeon Master

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Post Sunday, 24th July 2016, 05:00

Re: Gell's Slamming Cyclotron

i do like cats, and also, dogs... maybe this tavern place isn't so bad after all?

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