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Post by Shawnyve on Oct 11, 2001 20:06:28 GMT -5
Any ideas for weaves you can think of. From the mundane to the fanciful.
I don't promise to imp them all cause I can't with the little bit of coding I know but I will definately try. Make sure to flesh out the ideas not just a name.
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Post by Loril on Oct 11, 2001 22:29:43 GMT -5
As a general form to help shawny out, I suggest including the following information about weaves you suggest: - name of the weave
- elements used/required for this weave
- end result of the weave
example: - bond warder
- element required/used - spirit
- results in - a bond between the weaver, and the target of the weave, allowing them to sense each other, sense shadowspawn, the target to heal faster, etc
the more detail you give, the easier it is to get put in
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Dantec
Mirrors Mudder
Official Spammer
Posts: 21
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Post by Dantec on Oct 12, 2001 0:28:44 GMT -5
Weave: Eavesdrop Elements: Air, spirit? water? Effect: Be able to listen to all goings on in a room near you. IE, you weave it, and choose an direction.
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Post by Fahad the aiel on Oct 12, 2001 4:46:22 GMT -5
a weave for aiel wise ones:
something similar to fog, but instead of creating fog, wich is almost impossible in the 3fland cause of the weather, maybe make it a little sand storm or something?
oh, and req is air of course
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Post by Loril on Oct 12, 2001 11:53:46 GMT -5
oh...sandstorm... maybe req a little earth as well though? it would be a cover weave, not a damage weave though if i understand you right, which makes sense with Wise Ones staying out of battles and stuff
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Post by Fahad the aiel on Oct 13, 2001 5:06:37 GMT -5
thats what i mean, something similar to fog, makes it harder to see in a room, and impossible if done by stronger/more channelers
oh, another one, req:earth affect: a channeler shapes the ground into blocking an exit?
oh, make it only possible in some areas
*has alot more silly ideas for wise one weaves*
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Diana
Mirrors Mudder
Posts: 11
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Post by Diana on Oct 22, 2001 9:42:42 GMT -5
weave 'win game'
element required/used - spirit
results in - Diana wins the game. Available to anyone to learn however. (end result is still Diana winning, no matter who the weaver is)
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Post by Cali on Oct 22, 2001 19:52:00 GMT -5
-Avalanche -Earth -End Result: Take or leave each idea as desired: Massive damage to all in rooms, excepting caster and/or warder, randomly blocks exits, causes random number of targets to flee.
-Spirit Lash -Spirit, must be really strong -End Result: Minor physical damage, causes random commands to be entered for a few minutes/seconds (subject to balancing)
-Flaming Weapon -Fire -End Result: Enchants weapon to cause extra fire damage on each hit, each hit causes more damage than previous but also drains more sps. Perhaps limit to certain weapon types?.
-Distort -Air, Spirit, Water -Causes a boost in db through bluring of the channeler. Perhaps with looser baggier clothing, distortion increases and more db? Perhaps only against certain weapon types, like arrows?
-Iced Aura -Water, Air -Causes any engaged opponent to suffer massive chills, resulting in lessened combat skills, or small damage each round?
-Lost Trail -Air, Earth, More? -Causes tracks to appear leading a specified direction, for several rooms. Provided track ever gets imped.
That's all for now. Oh, and it'd be nice if some foci, like Moiraine used, (ie. jewel, staff) could be thought on, if it hasn't already.
Cali never knows what's going on.
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Erica
Mirrors Mudder
Coder of Evil Things
Posts: 35
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Post by Erica on Oct 23, 2001 12:24:26 GMT -5
I'm not sure if we have plans for these or not, but I'd like to see some of the cooler weaves from the books get in.
Shield - spirit - temporarily stop another channeler from touching the source, but only if they're not embracing, and perhaps a different weave entirely to shield someone of the opposite sex
Eavesdropping - air and fire - spy on things said in a nearby (1 away?) room
Privacy barrier -
Binding - air - wrap someone in flows of air, preventing movement, even sound if wanted
Balefire - should be horrendously difficult to get/weave, only the strongest channelers
Compulsion - usually mostly spirit - many different kinds, but almost every wilder figures out some form or other for herself, that the Tower has to "help" her forget
Mirror of Mists (illusion) - is it feasable? perhaps a temporary name change...
Invisibility (twisted light?? can't remember name) - Blurs when movement happens - Fire mostly with some air
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Diana
Mirrors Mudder
Posts: 11
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Post by Diana on Jan 3, 2002 10:35:47 GMT -5
1. Disarm 1. -Air 1. Disarms opponent.
2. Tangle 2. -Earth 2. Causes the ground to shift and hold a person in place, though they can attack. Dodge and Parry would be affected and they could not move, based on timer.
3. Decoy 3. -Earth, Spirit 3. Creates a mound of earth which moves in front of the weaver to effectively "rescue" them. It should have a very small amount of hit points and die quickly, but it would hold the "buff" position for a few rounds.
4. Mine 4. -Earth 4. Delves into the ground to find (randomly or on %) copper, silver, gold, gems or nothing.
5. Intimidate/Loom 5. Air, Spirit 5. Causes the Weaver to seem bigger, stronger and more impressive. Their voice would seem to be booming. Causes % Fear on all in room. They would get lower ability to attack..etc.
6. Swallow 6. -Earth 6. Ground opens up and swallows victims, doing massive damage. Victims would not be able to attack for a round and would get a message, 'You dig yourself out.' or something like that. This should be a very high lvl weave.
7. Fury 7. Spirit 7. Causes victim/recipient to enter into a rage. Their attack is made incredibly high with massive damage, but their ability to defend/flee is removed/lowered in some way.
8. Eruption 8. Mostly Earth, some Fire 8. Causes ground to boil and roll, finally exploding like a mine field, with firey clumps of earth.
9. Weasel 9. Air, Earth 9. Recipient is able to run and move with tracks revealing false directions, changed on random %, sometimes heading into walls..etc.
10. Wisps 10. Air 10. Can only be woven on self, and weaver must hold Saidar to maintain. Creates wisps of Air that the weaver maintains to help parry attacks. Ups parry while maintained.
11. Will of the Wisp 11. Spirit, Air 11. Woven on a person, and undetectable to them when being woven. They will see illusions of the Weaver leaving a room when the enter, as though that person is moving the moment they enter. Useful when someone plans on chasing.
More later.
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Diana
Mirrors Mudder
Posts: 11
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Post by Diana on Jan 3, 2002 10:36:24 GMT -5
1. Disarm 1. -Air 1. Disarms opponent.
2. Tangle 2. -Earth 2. Causes the ground to shift and hold a person in place, though they can attack. Dodge and Parry would be affected and they could not move, based on timer.
3. Decoy 3. -Earth, Spirit 3. Creates a mound of earth which moves in front of the weaver to effectively "rescue" them. It should have a very small amount of hit points and die quickly, but it would hold the "buff" position for a few rounds.
4. Mine 4. -Earth 4. Delves into the ground to find (randomly or on %) copper, silver, gold, gems or nothing.
5. Intimidate/Loom 5. Air, Spirit 5. Causes the Weaver to seem bigger, stronger and more impressive. Their voice would seem to be booming. Causes % Fear on all in room. They would get lower ability to attack..etc.
6. Swallow 6. -Earth 6. Ground opens up and swallows victims, doing massive damage. Victims would not be able to attack for a round and would get a message, 'You dig yourself out.' or something like that. This should be a very high lvl weave.
7. Fury 7. Spirit 7. Causes victim/recipient to enter into a rage. Their attack is made incredibly high with massive damage, but their ability to defend/flee is removed/lowered in some way.
8. Eruption 8. Mostly Earth, some Fire 8. Causes ground to boil and roll, finally exploding like a mine field, with firey clumps of earth.
9. Weasel 9. Air, Earth 9. Recipient is able to run and move with tracks revealing false directions, changed on random %, sometimes heading into walls..etc.
10. Wisps 10. Air 10. Can only be woven on self, and weaver must hold Saidar to maintain. Creates wisps of Air that the weaver maintains to help parry attacks. Ups parry while maintained.
11. Will of the Wisp 11. Spirit, Air 11. Woven on a person, and undetectable to them when being woven. They will see illusions of the Weaver leaving a room when the enter, as though that person is moving the moment they enter. Useful when someone plans on chasing.
More later.
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