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Elements of Magic teaser, Move Element list
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<blockquote data-quote="Blue mage for hire2" data-source="post: 1300461" data-attributes="member: 16059"><p>Hi, first of all, I would like to say that yes, I'm THAT Blue mage for hire. I've been having boatloads of trouble logging in, so I registered a new name. Anyway, I have another idea for Move Time:</p><p> Okay, specifically, the main problem with Move Time is if the pc's (or npc's for that matter) abuse this to change the past and screw over the universe. For example, don't like someone? Go back into the past and kill his pregant mother. You never met him. But then, if the Time mage becomes so powerful that the past is not set in stone for him, then he is THE class, and everyone has different ideas about what the past should be. But that assumes you can AFFECT the PAST.</p><p>What!?</p><p>Exactly. So affecting the past is a no-no, what about viewing it? Or just going to the future. Theres a reason for me to put empasis on both effect or past. If Scry lets you see the present, Move Space lets you affect the faraway present, Divination lets you see the future, but what about affecting the future or viewing the past? (Actually, maybe divination already does that, but hey, you no longer have only second hand accounts from self-righteous historians who write biased reports.) Foretelling the future has been a fasination, but no one ever thought of seeing the past. Here are some possible rules I think are cool:</p><p></p><p>1: You can go into the near future, fight the bad guys a couple of rounds, warp back, and fight them with the very real expectations of being helped by yourselves! Be warned, though or you and your allies (and their "other" selves) will have to make will saves (DC 23) or attack their counterpart in a severe identity crisis as happens with many wizards in the Harry Potter universe (Or David in the movie AI, even though it wasn't neccessarily time travel; David: No, I'M DAVID!!! I'M DAVID!!! I'M DAVID *smashes the other David's head open*.)</p><p></p><p>2: You can visit the past with a black-and-white overtune and watch say, the first amphibion emerge from the water. But you're watching a memory, and you get affect it in anyway. The time, the second, the instant that I began typing this post is gone, I can't do anything else to that event. The people who died are gone, that great taco joint is gone, all those events are gone, swallowed up by the hungry void that is the past. But don't waste your time worrying about the mere time you've wasted! Enjoy life, and replace the History Channel with a good dose of Move Time. Sorry about all the depression.</p><p></p><p>3. Don't forget: The more expensive the spell, the further you can go, the longer you can stay, and the more you can do (with the past-watching option at high levels, you might even be able to actually affect the past! While the Future-only option makes low-level spells allows you to do nothing in the future but watch, just more effective, cooler Divinations.</p><p></p><p>4: You usually, you need to Scry and then Teleport. Why not combine Divination and Move Time in the same way? What is time, specifically? Not the terms we can use in an attempt to describe it (seconds, days, events, years, etc.), but the real force. The chain that links yesterday to today to tommorrow to the day after that? Surely, you have to know the coordinates of your target destination, or you miss by a few years, or even get thrown out of the space-time continuum! This works in with ANY way you do Move Time. Don't forget that only moving through time, not space, so if your standing on top of a castle that wasn't built in the time you warp to, well..... its a looooooonnnnnngggg way down.</p><p></p><p>5: Preserve, Decay, Temporal stasis, don't forget these spells/ lists if you haven't done them in infuse or something.</p><p></p><p>So remember AFFECT the PAST is the problem, make it less difficult for a DM, more dangerous for the mage using it, or just less useful and you got yourself a fully-functional, game-balanced Move Time.</p></blockquote><p></p>
[QUOTE="Blue mage for hire2, post: 1300461, member: 16059"] Hi, first of all, I would like to say that yes, I'm THAT Blue mage for hire. I've been having boatloads of trouble logging in, so I registered a new name. Anyway, I have another idea for Move Time: Okay, specifically, the main problem with Move Time is if the pc's (or npc's for that matter) abuse this to change the past and screw over the universe. For example, don't like someone? Go back into the past and kill his pregant mother. You never met him. But then, if the Time mage becomes so powerful that the past is not set in stone for him, then he is THE class, and everyone has different ideas about what the past should be. But that assumes you can AFFECT the PAST. What!? Exactly. So affecting the past is a no-no, what about viewing it? Or just going to the future. Theres a reason for me to put empasis on both effect or past. If Scry lets you see the present, Move Space lets you affect the faraway present, Divination lets you see the future, but what about affecting the future or viewing the past? (Actually, maybe divination already does that, but hey, you no longer have only second hand accounts from self-righteous historians who write biased reports.) Foretelling the future has been a fasination, but no one ever thought of seeing the past. Here are some possible rules I think are cool: 1: You can go into the near future, fight the bad guys a couple of rounds, warp back, and fight them with the very real expectations of being helped by yourselves! Be warned, though or you and your allies (and their "other" selves) will have to make will saves (DC 23) or attack their counterpart in a severe identity crisis as happens with many wizards in the Harry Potter universe (Or David in the movie AI, even though it wasn't neccessarily time travel; David: No, I'M DAVID!!! I'M DAVID!!! I'M DAVID *smashes the other David's head open*.) 2: You can visit the past with a black-and-white overtune and watch say, the first amphibion emerge from the water. But you're watching a memory, and you get affect it in anyway. The time, the second, the instant that I began typing this post is gone, I can't do anything else to that event. The people who died are gone, that great taco joint is gone, all those events are gone, swallowed up by the hungry void that is the past. But don't waste your time worrying about the mere time you've wasted! Enjoy life, and replace the History Channel with a good dose of Move Time. Sorry about all the depression. 3. Don't forget: The more expensive the spell, the further you can go, the longer you can stay, and the more you can do (with the past-watching option at high levels, you might even be able to actually affect the past! While the Future-only option makes low-level spells allows you to do nothing in the future but watch, just more effective, cooler Divinations. 4: You usually, you need to Scry and then Teleport. Why not combine Divination and Move Time in the same way? What is time, specifically? Not the terms we can use in an attempt to describe it (seconds, days, events, years, etc.), but the real force. The chain that links yesterday to today to tommorrow to the day after that? Surely, you have to know the coordinates of your target destination, or you miss by a few years, or even get thrown out of the space-time continuum! This works in with ANY way you do Move Time. Don't forget that only moving through time, not space, so if your standing on top of a castle that wasn't built in the time you warp to, well..... its a looooooonnnnnngggg way down. 5: Preserve, Decay, Temporal stasis, don't forget these spells/ lists if you haven't done them in infuse or something. So remember AFFECT the PAST is the problem, make it less difficult for a DM, more dangerous for the mage using it, or just less useful and you got yourself a fully-functional, game-balanced Move Time. [/QUOTE]
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