Raz's treasure suggestions (There's a lot)

Discussion in 'Suggestions & Ideas' started by Razgriz, May 22, 2012.

  1. Razgriz

    Razgriz Leader of the Revolution reg

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    So I thought because we're revamping the library soon, I'd throw together and refine some of my treasure ideas to be included in the new library. As always, I'm up for changing them if they're too cheap or over-powered or even scraping them if they're can't be saved. I'll be editing them quite often, so don't be confused if the wording is different or if there even completely new treasures in the first post.

    Standard treasures:
    Body of Steel (open)
    Body of Steel
    Original- Razgriz, Technique- Offensive
    [Blade], [Empowerment], [Transformation]


    P5: 20
    P4: 30
    P3: 60
    P2: 80
    P1: 120

    Prerequisites: Melee Magic

    By channelling magical power into a part of their body, the user can either make the weight of that part increase several times (such as make a hand weigh 10-15 pounds) or make an invisible blade or spike appear a few millimetres from the user's flesh, extending a maximum of a few inches away from it in the case of a spike or a few centimetres in the case of a blade. In any case, the blade, spike or weighted part also has the hardness of finely tempered steel, and only exists for a second at most, so it best used only in the moment it is needed. Also, use of this technique is extremely exhausting, with only those of the best stamina able to use it more than three times a minute without passing out.

    While the ability is meant to be used offensively, in an emergency it can also be used defensively, either by hardening where a weapon will hit or creating blade/spike where they are being grappled/restrained. In the latter, the blade/spike pierces it's way through the user's flesh to half it's normal maximum size, either stabbing or cutting the grappler/restraint; although doing so is about twice as exhausting and several times as dangerous as using it offensively. In the former, user still feels all the pain of the hit, is exhausted twice the normal amount, and the body still needs to absorb the force of impact, likely breaking bones; still better than dying though.

    It should be noted that this ability is best used on bare skin, although is still useful on clothed flesh, but will inevitably ruin the cloth. Armor however, is another story, as if used on a body part covered by even light armor, the blade/spike tries to force itself past the armor, both lessening the effect and likely destroying the armor.

    Finally, should the user attempt to use this technique again within 5 minutes of using it defensively, whether offensive or defensive, their body will reject the command and will not activate, and instead cause exhaustion and pain, every time they try to use it in the next several hours.
    De-Tox (open)
    De-tox
    Original - Razgriz, Spell - Defensive
    [Healing]


    W5: 40
    W4: 60
    W3: 90
    W2: 90
    W1: 120

    Prerequisites: Wisdom 3 or Rejuvenation

    By placing their hands on another's chest and concentrating for a minute, the user expels any poisons, drugs, toxins, etc. from the target's body, whether beneficial or detrimental, and only those that would last for years or longer remain. However, the spell is physically draining on the target, often leaving them incapable of any except the simplest actions for at least several minutes. The target also suffers some severe physical side-effects, which can include vomiting, bleeding from the nose, eyes, ears and other orifices; profuse sweating, internal pain, voiding of the bowels, physical weakness, etc. Although in all except the most extreme cases these effects subside within a few minutes. The caster may use this on himself, but if he does than it takes approximately 5 minutes to cast. It is notable that this spell does not heal the damage caused by whatever was in the body, only prevents further damage and as such the side-effects may actually kill someone if weak and nearing death.

    If the caster has Wisdom 4: The spell takes only a few seconds to cast on another, and a minute to cast on themselves.

    If the target has Power 5: The target only suffers mild side-effects and is likely to be ready for hard exertion within seconds.
    Hibernation (open)
    Hibernation
    Original – Razgriz, Spell - Utility
    [Alteration]


    W5: 20
    W4: 30
    W3: 45
    W2: 70
    W1: 100

    Common among battlefield mages and healers, the spell puts the target into a state where they fall unconscious and their bodily processes slow down significantly, to the point where it is in-fact difficult to tell that they’re alive. The mage spends a minute in contact with the target performing the spell and may do nothing else in this time, thus it is useless in combat and requires a passive or restrained target. After the minute, the target’s system slows down for up to two weeks, during which injuries and diseases fail to progress (although they can still be injured in this state) allowing more time to get proper medical attention or preventing POWs to continue using valuable resources.

    Lastly the target still requires a portion of the normal food/water of a normal person, as they can’t eat typically wake up extremely hungry and thirsty; while using the spell on a person already suffering dehydration or starvation may be a death sentence.
    Master of Machine and Magic (open)
    Master of Machine and Magic
    aka: 'Percussive Maintenance, 'Fixing it the Ikanan Way
    Original - Razgriz, Spell - Utility
    [Magical], [Mechanical]


    W5: 10
    W4: 15
    W3: 25
    W2: 40
    W1: 75

    The user is unparalleled master in fixing and maintaining all manner of magical and mechanical objects, only those few that are complex far beyond comprehension are above such a person. Their mere presence causes most machines and magic items to work more smoothly and they can fix most problems within a matter of seconds (usually by hitting it repeatedly and yelling "sacred" words) and the most serious problems can be fixed within an hour if he has the proper materials (This can be quite a bit longer, months or years even, if the object is particularly large, complex and/or damaged beyond recognition).

    Also, this ability allows the user to jury rig most damaged items to a working (if poorly) form in about half a minute, although typically will only last a few uses or work a fraction as well until more precise repairs can be given. Even if the item is in several pieces the user can shove it together and make it work so long as he has all the pieces.

    Finally, the user may use power instead of wisdom (if they wish to do so) when reasoning how fast they can fix something or how large/complex an object they can fix.
    Poison Bomb (open)
    Poison bomb
    Original: Razgriz, Magic-Tier - Offensive
    [Stock], [Synthesis]



    W5: 40
    W4: 60
    W3: 100

    Prerequisites: Wisdom 3, Smoke bomb supply, Alchemist lvl 2.

    By adding nefarious and dangerous compounds to the ubiquitous smoke-bomb, they create a weapon dangerous to their enemies as well as themselves. These weapons appear identical to smoke-bombs to the uninitiated, even the smoke is identical in appearance, taste, smell, etc. Upon purchasing the treasure, pick one effect that will be applied to some of your smoke-bombs, (you may still use smoke-bombs normally, if you wish):

    Paralytic poison: The user adds a compound designed to paralyze the target. Upon inhaling the poison, the victim begins to lose control over their peripherals, after inhaling several times entire limbs stop responding and if they are unlucky enough to be in a cloud for several minutes their lungs stop breathing, killing them. However, if they only inhale once or twice than they will likely just lose precision and reaction time in their hands and feet. The effect fades within 5 minutes for most cases, even full-paralysis fades in an hour.

    Sleeping poison: The User adds a sleeping drug to the smoke-bomb. Upon inhaling, the victim begins to feel drowsy and tired, steadily growing worse as long as they continue breathing the cloud. After about a minute, they pass out entirely. This poison will never kill someone (although it can leave them open) and as such is considered a coward's weapon even by poisoneers.

    Viral: Rather than add an actual toxin to the smoke-bomb, the poisoneer adds a resilient disease, which is caught by anyone breathing the smoke. Once affected, the disease causes nausea and dizziness within 2 hours, vomiting in 6 and leaves them bed-bound in 12 lasting about a week, having shivers, cold sweats, and strong flu-like symptoms. While this is only actually lethal to those with a very weak immune system (P1 or background info.) and those without access to plenty of safe water (roughly 3 times the normal amount) it can spread to those around you normally.

    Irritant poison: The immensely cruel poisoneer adds a severe irritant to the smoke-bomb, similar to poison ivy. Upon inhaling the victim's skin and lungs begin to burn with pain, their throat closes and begins to suffocate them while their eyes redden and water. Those who inhale several times rarely survive unless treated by a skilled healer immediately. However, the compound is also somewhat lighter than air, dispersing twice as quickly and can be avoided by dropping to the floor (obviously not beside the smoke-bomb). Also, the poisoneer is extremely likely to be partially affected by the bomb, unless fired from a device. Due the extreme danger in carrying and using this particular variant, only one may be carried at any given time, unless the user has a dedicated a compaction pouch to carrying them only.

    Lethal: The poisoneer gets straight to the point, adding an outright lethal poison to the bomb. Upon inhaling, the victim immediately suffers light foaming at the mouth, slightly blurred vision, a headache and chest pain; leading all but the absolute most dim-witted to realize what is happening. Furthermore, this variant has a strong chemical smell, detectable even outside the cloud. It's sole useful effect, is if someone takes a few breaths from the cloud, they die within about 7 minutes unless treated by a healer. The poison is somewhat persistent and will take a week to fully evacuate ones system, although the minor effects only last about 15 minutes. Seeing as the user will likely inhale some of the smoke, continual use of this could turn lethal for them.

    Strangely, the smoke actually affects those that don't need to breath, like Gorons and Subrosians, but takes twice as long to take effect.

    Note: These are an upgrade to smoke-bombs and so have the vulnerability to water, the possibility of the Deku nut upgrade, size, shape, area of effect, etc.

    For every two alchemist levels above the 2nd: You may choose another type of poison effect to have access to, although you cannot have multiple effects on the same poison-bomb.
    Shadow's Defeat (open)
    Shadow's Defeat
    Original- Razgriz, Magic-Tier - Defensive/Utility
    [Illusion]


    C5: 45
    C4: 60
    C3: 90
    C2: 125
    C1: 250

    This strange cloak often appears to be just a long cloth with a hood, enough to cover a single person entirely. What makes it special however, is that it will always be a good camouflage pattern of it's surroundings; at the very least. As it spends more time in an environ (such as urban, jungle, desert, etc. not necessarily the same house or sand dune) it begins to further mimic it's surroundings, and within a half-hour becomes the best visual camouflage possible, (If appropriate, this means that it can even appear to have plants, stone, etc. coming from it) it is even believed that the cloak is capable of hiding from shadow itself. At this point, if the user remains perfectly still and silent, then they become almost impossible to detect through normal means; although this is exceptionally difficult to do in combat without a distraction or obstruction due to the concentration of the enemy on the user.

    The cloak has three other unique properties: firstly, it has ability of self-repair, any small cuts, holes and burns repair themselves perfectly in a matter of minutes and more serious damage is "regrown" in a few hours (the severed piece, if there is one, simply becomes mundane cloth) or in a matter of minutes if stitched together. It will always "heal" to be in it's perfect, original condition. Second, while not water-proof, it will repeal anything capable of staining it or changing it's color super-naturally fast. Thus it can never be any color except those of it's surroundings. Finally, it seems to form itself to it's user or contents. In the case of a user, it form around every part of their body and equipment, providing them it's camouflage, without hindering movement, or the ability to draw or use any items. If wrapped around items, than it will form a sealed sac around them.

    These qualities have lead many to believe the cloak is in fact alive and sentient and not just a magical item, and that it survives by somehow feeding off it's user. Of course no one has been able to prove either side of the argument, and as such the truth remains unknown.
    Smoke-Bomb (open)
    Smoke-Bomb
    Original: Razgriz, Magic-Tier - Defensive
    [Stock] or [Single-Use]


    W5 or C5: 20
    W4 or C4: 30
    W3 or C3: 45
    W2 or C2: 65
    W1 or C1: 100

    Or 5 rupees each

    The stock treasure grants the user an effectively infinite supply of smoke-bombs, they are assumed to resupply between RPs. The bomb itself is roughly the size of a child's fist and is made of a thick paper shell with a compound inside designed to produce a large amount of smoke when ignited. The bomb takes between 5-10 seconds after igniting to fully exhaust, at the end of which is a cloud of smoke which is impossible to see more than 2 feet into and is about 7 metres in radius and lasts about 5 minutes (in optimal conditions); things like wind and air movement will reduce both the size and duration of the cloud, while using it inside or in a similar environment will increase the radius, as less smoke is needed to fill the space.

    However, these bombs become useless if wet, even after drying (If you have a supply, than you restock between quests); thus they can't be used under-water. Also the smoke is entirely safe and mundane, and thus won't harm those in it unless the smoke is so dense that oxygen is severely reduced.

    If the user has Deku nut supply, Deku nut, or Deku nut production and Wisdom 2: By using the nut's shell as well as some of it's flash compound, the smoke bomb releases all it's smoke on impact, increasing it's effectiveness. Furthermore, the bomb will now survive contact with water, but may still not be used underwater, as well the flash is suppressed by the smoke it releases and has no effect.
    Smuggling Pocket (open)
    Smuggling pocket
    Original- Razgriz, Spell - Utility
    [Conjuration]


    W5: 30
    W4: 40
    W3: 60
    W2: 90

    Prerequisites: Wisdom 2

    Extremely popular with smugglers and couriers, this spell allows a character to create a small pocket dimension in which one small object, no larger than a large knife, may be stashed and retrieved at will. The character must first spend a few minutes magically “imprinting” a unique magical signature onto the item after which the item will disappear into the dimension.

    They may recall the item at any time which a silent, mental rite lasting a few seconds and it will immediately appear in contact with their hand and otherwise in any orientation (so a knife may appear hidden in the sleeve, or grasped in the user's hand), but may not be summoned as so to “appear” in a person or object. Any object which has a soul, is in some way sentient, or alive (such as Piccori, magical constructs, and some magical items) will naturally resist the imprinting process and so cannot be used with this spell. Lastly the object will return in the exact same condition as was placed into the dimension, regardless of time passed; thus a fresh fruit will return a fresh fruit, a pictobox will return with the same pictures as it entered with.

    Once an item is recalled it cannot be recalled again immediately as the dimension is empty and in order to “restash” the item must be imprinted again.

    Only one item may be imprinted at a time.
    Splinter Crystal (open)
    Splinter Crystal
    Original - Razgriz, Magic-Tier
    [Material]


    30 Rupees per crystal

    At first glance a crystal appears as a simple, clear mineral crystal, pretty but not special. However, close examination reveals the edges to be extremely sharp, as if intentionally sharpened.

    A skilled smith can turn this unassuming crystal into a deadly weapon, as when shaped properly can create a blade sharper than one any other material, capable of cutting through even leather and flesh with little effort. The crystal also grows periodically before "shedding" down to it's original size, keeping the blade beyond sharp without any real effort on the user's part.

    However, the crystal, even if properly shaped, is quite fragile and any real impact to it will cause to chip and crack, a strong hit can even shatter it completely, leaving a short, awkward (but still extremely sharp) material where there was once a proud sword.

    Should a crystal break, an appropriate craftsmen may repair it, free of charge, if he is in a suitable workshop.

    To calculate the cost of a weapon made from a splinter crystal divide the weapon's weight in pounds by 5 and multiply by 30 rupees.


    Major Treasures:
    Memory's Ghost (open)
    Memory's Ghost
    Original: Razgriz, Spell - Defensive/Utility

    W5: 50
    W4: 75
    W3: 100
    W2: 140

    Prerequisites: Wisdom 2

    Activated and deactivated at will, and requiring only consciousness to continue, the user gives of an aura that makes him so unremarkable that he can't be remembered. The aura extends 20 metres and is not hampered by barriers, whether mundane or magical. Should the user act normally, their presence is unlikely to be remembered by those around him; and even if he does something truly remarkable (such as killing a famous figure in public) or is being specifically watched, no one will be able to remember anything about him: even his race, gender, height, etc. will all be a mystery to those around (the action itself however, will be remembered normally). This spell still affects those observing remotely or magically, such as through a pirate's charm, so long as the item or point from which they are observing is within the aura's radius.

    However, even while the ability is active, others may recognize the individual, and simply will not remember seeing them. For example, if a famous thief is using Memory's Ghost and is spotted by a guard, the guard is still going to recognize and attempt to arrest the thief, but later will not remember who or what he was chasing later.

    The only ways to resist this ability is with courage 5 or a treasure with the [scry] field, and even this is unlikely to completely negate it. If someone with courage 5 comes across another with Memory's Ghost active, they will remember their presence and actions normally, as well as general things like race, gender, hair color, relative height, etc. but small details such as the exact shape of the nose, fullness of lips, etc. will remain unremembered, unless he recognizes the individual from sometime before (such as on a poster or when the spell was not active) or has met him several times before with the spell active. Should someone possess and be using a [Scry] treasure, then the illusion is entirely useless, unless the treasure only affect certain sense (like the lens of truth with sight) in which case they may only remember details based on that/those sense(s).


    I know Eight isn't a lot, but I have another three fleshed out ready to type up and more coming together in my head.

    PS: kinda off topic, but why do we have unique treasures and UMTs? There aren't any well defined rules for them and complicate things. Why not just merge standard treasures with unique treasures and major treasures with UMTs? Keep any racial prerequisites and have a requirement that must be approved by a mod before being able to take the treasure (such as sufficiently winning the respect and trust of a certain temple's sage), that way they remain important and scarcer, but easier to get and understand.

    Edit: Minor edits to treasures based on Guy's suggestions.
  2. Ribitta

    Ribitta What would you ask of me? reg

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    Bumping this because it still deserves attention, assuming Raz is still fond of all these ideas. I'm not the expert on this topic, but most if not all of these ideas seem fine. The rupees may need to be adjusted slightly, but the only real criticism I would pose would be this: The descriptions are... quite long. I don't know how the other staff feel about it, but I'd be in favor perhaps simplifying some of these, if possible.

    A mod's opinion who's more experienced with the Library would be appreciated, though.
  3. Guy

    Guy Admin admin

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    The library can indeed never have enough treasures. :tpr: Apologies for not giving this attention earlier.

    These descriptions seem fine to me. In my opinion, at least, it's better to have a couple extra paragraphs than someone going around playing a Kokiri with a Power Bracelet who thinks that alone enables them to punch steel in half.

    I like it. At first the costs seemed a bit low, until I realized Melee Magic is based on Wisdom or Courage, which arguably balanced it out well enough. My only issue is at the very end. It seems like attempting to use the power again and have it fail (presumably by causing too much strain to finish the execution) would be more logical than abruptly passing out for several hours. Would you have any issue with that being altered?

    Am I safe in assuming that in normal battle conditions, someone wearing the cloak would have a difficult time disappearing from his opponents while engaging them in combat?

    In any case, the cloak seems like it should be a tad more expensive--but just changing the C5 cost to 45 (so it's 75% of 60 instead of 66%) would probably suffice.

    Seems legit, mainly assuming a crafting professional would be able to repair a broken crystal without cost.

    Huh. That's actually rather interesting, and creative. At the same time though, it seems like it could be a bit overpowered if used against other player-characters. Towards that end, what would you think if someone with the capability to see through illusions (such as with a Lens of Truth or a Cross) would remember normally the user if the user was observed with such an effect? I'd be surprised if anyone actually has those treasures, but, it provides some potential means of counteracting this effect if a character lacks C5.

    Actually, the new library isn't making the "Unique" distinction anymore... or, well, at least not as of this moment. There could be reason to bring it back later, though. So you were totally right about that, I would agree.

    EDIT: Just realized Detox and Master of Machine and Magic were already added at some point... so I took out my thoughts on those. <.<; I guess things like that tend to happen when one wanders off for a few months.
  4. Razgriz

    Razgriz Leader of the Revolution reg

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    Added two treasures for review: Smoke bomb and Poison bomb
  5. Guy

    Guy Admin admin

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    As per your request, here's my two cents: Most of it seems fine, but Poison Bomb seems like it should be a bit more expensive, even with those prerequisites... at least a few rupees worth, even at W5.
  6. Razgriz

    Razgriz Leader of the Revolution reg

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    I return! (Maybe) Bearing treasures! (Barely) Hibernation and Smuggling Pocket.

    Also, prices have long been adjusted (Guy requested it)
  7. Quill

    Quill Leaf on the Wind reg

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    You can use the Treasure Creation Forum for all your ideas now. Hooray for due process!