water breathing and infravision do stay when you change forms!! i know i just tried it ;p:

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Posted by a transmuter on September 1, 2000 at 01:57:44:

In Reply to: Yeppers (reply inside) posted by Zepachu on August 31, 2000 at 18:05:25:

> > > Wait, because faerie fire, weaken, blind, crimson scourge, poison and curse aren't enough? If anyone should get that idea it should be Bards, they deal with mind altering affects moreso than a Necromancer would. If you see their list of spells, it's all physical maledictions, not mental ones. Basically, when a Necromancer successfully casts sleep on you, and you're any higher than 25ish, it's almost a guaranteed death... if the Necro plays it right. Don't get me wrong, I think it's a good idea and should (in some way) be given to Bards (maybe at the sacrifice of something else)..

> > What about spells Like Forget, Power Word Kill, both mind affecting Spells. And Nightmare could be Pure Roleplay power, no bad effects.

> You're right about that, I didn't mention those but I know they were rattling around my head somewhere. I just happen to think that the nightmare spell is forcing an illusion onto a person, so that it would be nothing like a Necromancer's spells...

> > > > Transmuter suggestions-
> > > > 1.allow spells like infravision and waterbreathing to stay through shift like giant strength, armor, detect inv, etc. The way it is now is just annoying.

> > > Doesn't make sense, even in a fantasy world like Thera. Transmuters get a decent amount of controls to their profession... giving them giant strength, armor, and detect inv would be inappropriate. I agree it is annoying, but so are many other things.

> > I guess you havn't played a Muter, Giant and Detect Inv do stay up. I'm asking why not Infra and WAter breathing as well?

> Actually my next character is going to be a Muter, because I haven't played one in literally years and have gotten "out of touch" with them somewhat. I suppose Infra and WB don't stay because it doesn't make much sense to... when you change form you are doing just that, changing form and getting new advantages/disadvantages. I suppose it could even be justified that infravision changes your eyes in such a way, and when you change form your eyes are changed into whatever animal you become so it doesn't work... but that's a weak argument, I admit.
>

> > > > 2.When someone uses the form command have the forms color coded to how perfected they are. Or at least when it reaches perfection have it change color. This way you aren't always wondering if your form is at it's peak.

> > > I (sorta) like this idea... I don't think this is the way the ImmStaff would like it to work, or else they would have coded it in a long time ago... I'm sure it's been brought up before. I personally would like it to stay the way it is, even though it is kind of annoying. Forms should be treated like cars... after awhile you know the feel of your car and if it's riding right, or something is wrong,... same thing with forms.

> > > > And one last idea When a Master Transforms on vegetation in a room, that should nullify Chamo and Wall of thorns.

> > > When you say nullify do you mean get rid of the ability to camoflauge in that room, or anyone who is already camoflauged steps out of their camo? In either case, they are "drawing" on the vegetation, I don't know if they're necessary destroying it all.

> > I'm saying the should come out of Chamo, I think it makes Rangers come out, but not Sylvans.

> I totally agree, then, anyone camo should be "revealed", yep.


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