Idea for Improvements to rescuing via 225,200 12/15/2011 11:29 AM CST
The primary purpose of 225 is to allow the caster to transport themselves to a character in need of the assistance they can provide. However, in the higher levelled areas of the game this becomes more and more difficult as areas are protected against intrusion. Such is the protection that higher level areas typically have that often a wizard or sorcerer finds it easier to gain access to a person in need than an empath or cleric.

In order to rectify this, and reclaim their rightful position as the primary rescuers, researchers into spiritual magic have diligently sought to extend the capabilities of their major rescuing spells and have managed to achieve some success! Those sufficiently well trained in the major spiritual arts can use a combination of transference and major sanctuary to bring their sanctuary to places they could not normally transfer to.

A cleric or empath, within a Major Sanctuary, may call upon the spirits to move the exit of the sanctuary from the place it was created, to the location of a corpse, by casting Transference at the corpse. Only the dire need of the deceased will provide the caster with sufficient inspiration to move the spirits thus, and only those well skilled will be able to maintain the integrity of their sanctuary as its exit is transferred.

Attempting to transfer a sanctuary is always more difficult than creating one in the target location and failure will result in the loss of the sanctuary and the occupants being deposited at the original, final, or intermediate locations. It is entirely possible for different parts of the caster to exit the sanctuary in different places. Clerics and empaths who do not wish to have various parts of themselves strewn across the lands are well advised not to try using this ability to reach an area which is impervious to sanctuaries.

This activity is taxing to both the spirits and the caster, and there will be a delay before the caster is able to undertake any other activity and a long delay before they can summon spirits to move another sanctuary.

...

Requirements: 30 ranks summoning lore, plus 25 extra ranks of MjS per occupant of the sanctuary. i.e. 50 MjS to move a sanctuary with only the caster in it, 75 MjS for the caster and one other etc. A caster with minimal training for movement, is treated as if they were minimally trained for sanctuary creation in the target location. Excess training is recommended, particularly since spirits of aggression are likely to need to be overcome at the target location. The target must be dead.

Minor failures typically involve the sanctuary falling at its initial location.
Modest failures typically involve the sanctuary falling at some intermediate location.
Major failures typically involve the sanctuary falling across several locations with the occupants losing body parts in each location.

RT of 60s and cooldown of 60 minutes, both capable of being halved by blessing lore (random chance, the more blessing lore, the greater the chance)
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Re: Idea for Improvements to rescuing via 225,200 12/16/2011 08:21 AM CST
Given the "combination spell" discussion of Familiar + Familiar Gate going on for the last week down in Wizards... I like it.

I particularly like the "lose body parts along the way" portion. :)
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Re: Idea for Improvements to rescuing via 225,200 12/17/2011 04:23 AM CST
>>Clerics and empaths who do not wish to have various parts of themselves strewn across the lands are well advised not to try using this ability to reach an area which is impervious to sanctuaries.<<

The problem with this part is both OTF and Nelemar are "impervious" to sanctuaries.

If the idea is to sell the spell based on the concept of making it so that clerics and empaths are regaining proficiency with rescues in the higher/highest level hunting grounds, this part likely needs to be revisited.

Otherwise, I think it's a neat idea.




Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
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Re: Idea for Improvements to rescuing via 225,200 12/17/2011 05:45 AM CST
What are the restrictions there?

My thought was that there needed to be a way for GMs to turn the ability off but I wasn't thinking that it should be unusable beyond the Bowels.

I was thinking that a character trained normally for their level would have problems using it in a like level area, but that it would be possible if sufficiently specialist. e.g. a cleric would be considered pretty mutant to have 100 MjS, but that might be the sort of thing that would be needed for a capped cleric to use this rescue ability there with a decent success chance.
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Re: Idea for Improvements to rescuing via 225,200 12/17/2011 01:36 PM CST
>>The problem with this part is both OTF and Nelemar are "impervious" to sanctuaries.<<

I haven't tried it in Nelemar, but I can cast at least minor sanctuary in OTF, and I think I cast major once or twice; it's been a while so I won't swear to it, but I am pretty sure it worked. That area does break sanctuaries fairly rapidly though, which may be what you are thinking of.
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Re: Idea for Improvements to rescuing via 225,200 12/17/2011 03:38 PM CST
The restrictions are that major sanctuaries are 'forced open' prematurely. The timing is somewhat random. Though, generally you should expect not to get more than 5 minutes (if even that). This mechanic also exisits in the Scatter.




Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
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Re: Idea for Improvements to rescuing via 225,200 12/18/2011 06:37 AM CST

I don't see that as a problem.

If the sanctuary couldn't actually be created in the first place it would be a problem, but the idea is to go into the sanctuary in one place and then leave it in the other place. The sanctuary falling before you leave it is a failure mode and it would be down to a GM that decided it was a good idea to code it to an appropriate frequency.
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Re: Idea for Improvements to rescuing via 225,200 12/19/2011 05:25 PM CST
Such an idea isn't likely to ever happen. Areas are designed to disallow teleportation (either via in, out, or both) for various reasons and we're not going to implement a way to circumvent that, as it would cause a significant number of issues.

GameMaster Estild
Cleric/Empath Team
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Re: Idea for Improvements to rescuing via 225,200 12/20/2011 06:43 PM CST

>The primary purpose of 225 is to allow the caster to transport themselves to a character in need of the assistance they can provide. However, in the higher levelled areas of the game this becomes more and more difficult as areas are protected against intrusion. Such is the protection that higher level areas typically have that often a wizard or sorcerer finds it easier to gain access to a person in need than an empath or cleric.

Quick, there is a witch, get them! Ignore the fact that they're made of straw, they're evil!

Seriously dude, I don't know what game you're playing, but I'm pretty sure it isn't GS4.

Wizards and sorcerers the best rescuers? Hahahahahahahahahahahahahahahahahahahahaha

And ever if we were, which we seriously seriously aren't, is it really turf that needs to be fought over? Most people are just happy to be rescued.

I don't know if I've ever read anything more ludicrous than your statement though. You're obviously talking about Nelemar and OTF. Take my opinion as someone, the only someone still around, who has been hunting OTF since the day it opened, do you know how I rescue people in OTF? I WALK TO THEM.

This is the great skill you're impressed with? Walking?

OTF & Nelemar had all those fogging and anti-sanct features added for a reason, it is part of what makes hunting there more difficult.

I can't even see motivation for this considering how easy walking is, unless you just don't know the hunting area, at all, don't want to learn it, and or are doing to do some auto-ma-scripting thing in shattered and wanting to avoid being killed in pvp. Walk to the corpse, pull out your fancy cross realms transport chrism gem, fog out. Way better rescue than I could do, way better than a wizard could do. Quite frankly the only reason I can rescue at all is because I have a 200m silver auction item, otherwise I'd be dragging, old school, or casting 130 a dozen times hoping to land in the right spot, and then still dragging, but dragging less.


If you want to improve your spells, go ahead, but don't make up specious claims like wizards and sorcerers stealing your thunder. If you can't rescue better than us right now, you're doing it wrong. I'd recommend rerolling to save face.
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