Phase (704)


Phase Bolt

Phase Low Priority, according to Nilven

Idea by Eredhen

Deso Questions

Hadiar's Thoughts

Eredhen Responds

Alternatives by Zilal

Response by Eredhen

More from Eredhen

Concerns from Kevralynn

Eredhen's Further Thoughts


Phase Bolt

Unfortunately, much of the information and suggestions from the boards about Phase is lost to the ether.  Here is a short recap about Phase Bolt, as well as I remember it:

A suggested addition to the Phase spell, to make it more useful, is the option to focus the spell to create a Phase Bolt.  Being phase energy it would ignore Air Wall (no reduction in AS) and armor (all targets would be treated as if they wore no armor).  The spell would 'phase out' whatever part of the target it hit, including internal organs, thereby causing damage.

A number of sorcerers were against this implementation as they feel we should not have another spell that relies on the Spell Aim skill.  Others stated that this would only be an option, an addition, and that those who did not train in Spell Aim, or those who did not choose to use it, would lose nothing as they would still have the use of Phase in its original form.


Phase is a Low Priority

On January 30, 2003, GM Nilven gave us an update on the future plans for sorcery.  Phase was mentioned as something they would like to do something with, but that there have been no decisions and it is of very low priority.


An Idea by Eredhen, February 9, 2003

The following is a rough idea for an addition to the phase spell. I know it's not one of the more important things right now, but I wanted to get this out while I was thinking about it.

 Eredhen

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Sidestep

A self-cast of phase allows the sorcerer to sidestep into an existence outside of the physical world. The caster can perceive the normal world, but cannot interact with it except in very limited ways. While there, the sorcerer remains outside of the perception of others. Only sorcerers who have also sidestepped can clearly see and interact with the sorcerer. Sorcerers in the physical realm have a chance to sense that a sidestepped sorcerer is about, although this is difficult and rare unless the sorcerer specifically attempts to sense such things (One use for Sorcerous Sense). Locate person and other such methods (Symbol of Sight) will not reveal the presence of the sorcerer, as he does not exist in the physical world while sidestepped.

While sidestepped it is impossible to sustain or cause physical damage, although if death should occur in this state the magic keeping the sorcerer in this realm fades and the sorcerer phases back to the normal world.

In this between world the sorcerer moves without impedance, being hindered only by certain magical barriers. Thus, there are no checks for climbing or swimming and no door locked only by mundane means can deny entry as it can simply be walked through.

When phase is initially learned the sorcerer lacks the appropriate knowledge to sidestep. A somewhat complicated process, the power of the spell cast in this manner grows as the sorcerer becomes more versed in the sorcerous arts.

Upon learning the 8th spell on the sorcerer list (708) the sorcerer can begin to sidestep. At this point control is limited and there is a chance that the spell will not work, although casting the spell at a focal point (a node) seems to make the transition easier. Knowledge is still very limited, so there can be absolutely no interaction with the physical world by any means. To return to the physical world the sorcerer must again cast phase upon himself to sidestep back into normal existence.

With each spell learned (representing greater knowledge in the Art) the chance to successfully sidestep greatly increases. Upon learning the 12th spell the sorcerer has mastered the ability to sidestep, but still cannot interact with the physical world.

As the 16th spell is learned, limited contact with the physical world comes within reach. For a small expenditure of mana a sorcerer can whisper to individuals in the physical realm.

When the 20th spell is learned the sorcerer learns to manipulate small objects in the physical world. Again, by expending small amounts of mana a sorcerer can pull items from the physical world into the between realm. So long as the item is held by the sorcerer or remains on his or her person the item remains in that realm. If the item is dropped it slowly phases back to the physical realm. As the knowledge of the Art grows, so too does the ability to manipulate heavier objects.

Upon learning the 24th rank in the spell circle, the sorcerer can begin to affect the real world magically. Thus far, only spells that directly affect the mind have been successfully used in this manner. At this rank, the sorcerer can cast Forget (703) on beings in the physical plane, but the mana expenditure is twice normal.

At the 28th rank, the sorcerer can now cast Mind Jolt (706) on beings in the physical plane, with double the normal mana expenditure for the spell.

At the 32nd rank, the sorcerer has learned enough to be able to cast Quake (709) in such a way as to affect the physical realm, again with twice the normal expenditure. The sorcerer has also learned to manipulate his essence in such a way as to cause a very temporary vision of himself to appear to a specific person in the physical plane.

At 36 ranks in the spell circle, the sorcerer can cast Nightmare into the physical realm at twice the normal cost. As of now this is the most advanced magic that can cross the boundary between the realms.


Reply and Questions from Deso, February 10, 2003

Great idea! Good thought. I'm not sure if we want to use a spell rank based ability. Do we want to base effectiveness on other skills? Spell aiming? Magic item use? Scroll reading? Perception? (perception is reality after all - heh) Maybe even a combination of elemental/spiritual spells known, rather than sorcery. I'm too tired to offer detailed suggestions right now. I do like Phase and think it has great potential. I'd hate to see it lost due to no support.

Deso


Thoughts by Hadiar, February 10, 2003

I really like this idea. For years, people have been asking for the ability to phase out of existence with 704, but nobody really put any substance behind it. Probably because we all surmised that it would be far too powerful for 4 mana, and the GM's would shoot it down.

But in this case, why not just make Phase stance based? Say, for example, when Sorcerers first gain phase, they can only cast it in a defensive stance, and it will cost 4 mana.

Upon learning the 8th spell circle, to get the effects of this upgrade, you will have to cast in guarded stance, and the spell will cost 8 mana.

Once you get 16th spell, you'd need to be in a neutral stance, and the spell will cost 16.

Hmm... just realizing that you'd run out of stances with this method... Perhaps reduce the amount of "upgrades?"


Response by Eredhen, February 10, 2003

>Sadly I think that's just a bit too much for a 4th level spell.

 It's not just a 4th level spell. It has higher spell rank requirements to become more effective.

 Remember that this was only a quick idea thrown out there while I was thinking about it. I could see having the spell cost an amount mana equivalent to the lowest "new rank" ability to function at that rank, with lower amounts able to be specified at casting (limiting the effective rank for that casting). A simple cast of phase (at 4 mana) is the only requirement to return.

>I'm not sure if we want to use a spell rank based ability. Do we want to base effectiveness on other skills? Spell aiming? Magic item use? Scroll reading? Perception?

 The only way for it to become more powerful is to base it off of spell ranks... none of the other skills make sense in this case. Additionally, it is our knowledge of sorcery that would allow us more control in that state.

>Probably because we all surmised that it would be far too powerful for 4 mana

 Ah, just read Hadiar's post.

 Again, it doesn't have to be just 4 mana. As you stated in your post, and as I stated above, the costs could vary with varying power.

 I don't see incorporating stances though... it would just add a level of confusion that really has no bearing on the logical functioning of the spell.

 For every action the sorcerer takes that affects the physical realm there is a price to pay (in mana) so it's not as though the actions are free. Even with the ability to pay this cost, the ability to affect the physical world is limited.

 The items that can be pulled in are limited by weight, and it would be no different than an invisible wizard or that rogue guild trick.

 The ability to affect the physical world with magic is limited to spells that affect only the mind, and none of them are killng spells (so no experience gained). The casting of these spells cost more than a normal cast.

 It even takes mana to talk to someone while in this state and the conversation is one way unless the other person wants to appear to be talking to the air.

 Eredhen


Alternatives by Zilal, February 10, 2003

I like the idea of shifting out of the plane of existence, though I'd make the utility really limited to avoid (1) being overpowered, (2) replacing character manager skills such as climbing, and (3) making it too much like invisibility.

I'd be happy if all it did was make it so you shifted into

[Phase shift, the ether]
Through the mists, you dimly sense...
(Previous room description here)
Obvious paths: out

If the previous room was noded, this one would be too, but otherwise you'd be too far shifted for anything to effect you. Just a simple utility spell allowing us to rest in public or get out of hairy situations while hunting. (Though the ability to immediately escape and eat all the herbs we want in complete safety for 4 mana may be a bit much, so maybe any actions other than looking would take you out of the phase shift.)

The ability to cause illusions like nightmare and quake from it is intriguing, or whisper to people. I might not mind if there were enough drawbacks.

Z


Response by Eredhen, February 10, 2003

I have no problem limiting spells being cast while being there, but the purpose was to allow there to be a separate reality to move through. Not that one has to be coded... we would use the same "rooms" that are used now, we would just be in a different state of being and unable to do much while moving through it.

 A further limitation might be that movement is impossible until the 12th rank when it is possible but difficult, becoming easier as one moves to and through the 16th and fully mastered at the 20th rank.

>Though the ability to immediately escape and eat all the herbs we want in complete safety for 4 mana may be a bit much

 I thought I mentioned it before, but I may not have. Along with causing and taking no physical damage while phased, there can also be no physical healing, so all of your herbs and any spells you have in scrolls or items for healing would be useless while there.

>replacing character manager skills such as climbing

 That, in my mind, would be the biggest obstacle of the current design being approved. However, I view movement through this realm as being more about the power of the mind because we won't have a physical form. Not being able to walk through that boulder blocking our path or will our way up the slope wouldn't make sense. Are there other skills or methods to replace these skills while in that state?

 Eredhen


More by Eredhen, February 10, 2003

By the way, I understand that it would be much easier to just code a simple effect (a single room phase), but I would much rather have something that grows with us. I would very much like sorcery to be dynamic and evolve in ways other than just "hey, I learned a new spell!"

 This type of thing allows for that, as does laying a foundation for runes in various systems (ensorcelling, sorcerous teleportation, demons), and opening up new possibilities with cooperative magic.

 Sorcery would be a *living* Art rather than a static list of spells.

 Eredhen


Concerns by Kevralynn, February 10, 2003

I don't know. This spell could give us a reason >NOT< to train in many non-sorcish skills such as climb and swim.

K


Further thoughts by Eredhen, February 10, 2003

>And then where would those training points go? More secondary magical skills?

 Why would they have to go anywhere else? There *are* magical barriers that we cannot cross with phase. Why couldn't some of those barriers exist at climb/swim points?

 Bleh... would it be more feasible for there to just be a modifier if we are in this state, so that it is not a given, but easier than if we were in the physical realm?

 Eredhen