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Post by Mother Starlight on May 13, 2015 3:49:28 GMT
In theory, you could cast transmute flesh to stone on someone, put the statue in your inventory, send the statue by lesser planar ally, and have your partner cast transmute stone to flesh on the statue to restore the person. This has the drawback that you need two people besides the traveler, one on each plane, both able to cast a relatively high-level spell, and both trustworthy.
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Post by Leaf on May 13, 2015 3:59:19 GMT
That's devious and terrifying. Someone should do it.
Also I should be asleep right now. Sigh. I hate this cold, I can't sleep when taking a deep breath makes me cough...
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Post by Archangel on May 13, 2015 4:02:01 GMT
So you could ask the ally to open a gate to so-and-so's world and then you just jump through, but you can't guarantee that the particular respondent already knows that spell? Because, since it's drawing on the pool of people who answer a planar ally spell, that shouldn't take many tries. (Assuming gate actually does have requirements that don't let people jump around already; if there's no tuning fork requirement then using planar ally this way is redundant.)
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Post by Mother Starlight on May 13, 2015 4:12:17 GMT
You're right about not guaranteeing they know the spell. Also, note that unlike the D&D planar ally spells, there's no guarantee that they accept the deal, so if you're not targeting a specific individual then cooperativeness may be an issue.
If they open a gate, it'll go between their plane and the target plane; you can only jump through if they targeted (or cast from) your plane. Gate only requires that you can specify the plane, you don't need a tuning fork or anything. (But it's necessarily two-way, so you might prefer plane shift for security.)
Lesser planar ally can be useful here if you know someone who can cast gate but you can't cast it yourself.
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Post by Leaf on May 13, 2015 13:16:01 GMT
Trap the soul is temporary?
Also, I've gone through the linked wiki and added in its spell descriptions in my spreadsheet where spell descriptions did not otherwise exist. There are still a few holes, and a bunch of entries that say "as nethack" which isn't very useful to me on account of I've never played nethack.
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Post by Archangel on May 13, 2015 15:58:50 GMT
NetHackwiki list of spells. I'm not actually sure how useful that'll be, but it exists. Also, some spells had the "as NetHack" note without actually appearing in NetHack. I think water breathing was one, but it has a pretty obvious analogy to Slash'EM's endure heat and similar. So if gate doesn't require a tuning fork then anyone can just make a temporary gate, acquire the tuning fork for any world they can specify, and travel securely afterward?
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Post by Mother Starlight on May 13, 2015 18:29:02 GMT
Trap the soul should be permanent. You can use gate like that, yes. There is of course still the risk of something coming through during the initial casting. For water breathing I think I was thinking of the amulet of magical breathing, although it won't save you from choking on your food. A better analogy might be Gillyweed, although you can still breathe air. Minor planar ally validates the payment, so it won't take invalid zorkmids even if the customer believes the zorkmids to be valid.
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Post by Leaf on May 13, 2015 18:57:37 GMT
What is known about spell invention? What kinds of spells is it possible to invent, and how long does it take? That's going to be Cordelia's next big project once she's done conjuring all of the spellbooks.
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Post by Daniel H on May 13, 2015 18:59:24 GMT
The gem for trap the soul can still be broken to release the target unharmed, though, right?
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Post by Mother Starlight on May 13, 2015 23:18:41 GMT
Yes. Dispel magic also works.
The existing spells are a pretty good guide to the sort of things that are possible at various power levels; if you have a specific thing you want to try to develop, I can give you an MP estimate. Inventing a spell takes on the order of months or years; say, one month times the mana cost. You'll know the mana cost (and therefore how long it'll take) after working on it for about one hour times the mana cost. These times are approximate and flexible depending on intelligence and work ethic, but it should be within 5-10%. (eta: this is explained in Introduction to Spellcasting.)
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Post by Leaf on May 13, 2015 23:40:56 GMT
Damn. So, potentially useful, but the time investment is huge. (Watch Leaf start looking for cheap time dilation...)
I definitely think Cordelia is going to start putting all her spare time into inventing a spell pretty soon, but I don't know what spell it's going to be. With that kind of projected time investment, she's probably going to aim for something useful, not covered in existing spell repertoire, and low-mana-cost. Suggestions welcome.
(How in the hell did anybody manage to invent create demiplane this way? That would've been somebody's life's work...!)
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Post by Daniel H on May 14, 2015 0:30:42 GMT
I’m still confused about why Leaf wanted another several tubs of zorkmids. The initial one should have been enough for Cordelia to wish for all the spellbooks she wanted and still have more than half left over for material costs, which should take at least a few weeks to work through.
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Post by Dispersive Prism on May 14, 2015 0:32:49 GMT
He gave a friend of his her own tub of zorkmids, too. And a starter spellbook kit.
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Post by Daniel H on May 14, 2015 0:40:53 GMT
Ah, ok, that makes sense. As long as it isn’t intercepted by the Ministry or the actual owner of the account.
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Post by Dotted Lines on May 14, 2015 0:47:24 GMT
Awwww! That is nice!
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