View Full Version : Conjuration: New uses
Scarbrow
02-04-2010, 02:45 PM
I'd like to suggest new possible uses for Conjuration, the Great Useless Power
In or out of combat, you could Summon a single item from your Residence. You would need to have a Grand Residence, pass a quest to unlock this power (maybe it could be linked to the quests to unlock the last Quickstone power, so you kill two birds with one stone) and have the item in store.
Out of combat, you could Send a single item to the storage room of your Residence. The item could be any thing, even undroppable/unsellable items (except "fixed" items, like Marks, Quickstone, Phantom Items, etc). This would be useful if you're over-encumbered and you find an item that is not automatically picked up. Even if this could be used to grind (a little) more effectively, since you have to spend time and NvR to do this, the effect wouldn't be too great (and the gold cap is already in place to stop abuse). It would also be useful for those items that for any reasons are undroppable/unsellable but you really don't need to carry around all the time.
In combat, you could use Conjuration to conjure up several items (akin to a Bag of Tricks (http://www.dandwiki.com/wiki/SRD:Bag_of_Tricks) - you could also buy the item but need Conjuration to use it) that could distract the enemy, allowing you an easier escape. This use would be like a Blessing of Protection, but without money (unless a single payment, just one time, to aquire the item), and just useful for fleeing, not for combat.
Combat use of the previous item or Conjuration power: Your summoning of an animal distracts your enemy, like on Multiplayers when your enemy is distracted and does not attack you on that turn. Limited number of uses on a single real-world day, like Quickstones. Maybe twice a day too?
Comments and further suggestions welcome
EDIT: I just stumbled over old Blackcrowe's sig, which perfectly condenses my feelings about Conjuration. I still laugh when I encounter it:
Indeed you are wise to fear me. For, lo, I am a Master of Conjuration!
Witness if you dare the awesome power of this here rope....what I have just made.
Tremble in horror lest I cause to exist a fearsome...erm, backpack.. with which to accost thy foul eyes!
taproot97
02-05-2010, 01:36 PM
I'd like to suggest new possible uses for Conjuration, the Great Useless Power
EDIT: I just stumbled over old Blackcrowe's sig, which perfectly condenses my feelings about Conjuration. I still laugh when I encounter it:
Indeed you are wise to fear me. For, lo, I am a Master of Conjuration!
Witness if you dare the awesome power of this here rope....what I have just made.
Tremble in horror lest I cause to exist a fearsome...erm, backpack.. with which to accost thy foul eyes!
HAHA ! I dunno about the first 2 suggestions but the 3rd one is good.
Oldschool
02-05-2010, 09:35 PM
Excellent ideas Scarbrow - seconded. Thanks for the "reminding edit" as I still chuckle at that one as well. Boy do I miss that guy.
Young Ned
06-24-2010, 10:26 PM
Some comments in another thread reminded me that we once had this discussion going about making Conjuration more useful. (I thought I remembered it having more than three posts in it, though. Perhaps we had such a discussion elsewhere as an off-topic digression? Or maybe I'm thinking of a thread in the old forum.)
This suggestion won't make Conjuration any more useful in combat, but would allow it to appear in more non-combat power checks. There are some places in the game where you have to open a locked door, and if you haven't found the key (or there isn't one to be found) you get a power check with a few different powers and skills you can use: typically Destruction to destroy the lock, Telekinesis or Shadow Magic to pick the lock magically, Thievery to pick the lock non-magically, and maybe one or two others I can't think of right now.
Why not also allow Conjuration to be used to conjure up a key that fits the lock?
Oldschool
06-24-2010, 10:46 PM
No there was a fairly involved thread iirc. Maybe it was on the old forum?
And I recall one possible combat use was something along the likes of "You conjure an anvil above your foe - who sustains x damage...".
shadowblack
06-24-2010, 10:55 PM
Why not also allow Conjuration to be used to conjure up a key that fits the lock?
There's exactly ONE adventure where you can do just that - this one (http://sryth.wikia.com/wiki/Quest:The_Shattered_Skull_Part_IV:_A_Thief_in_The_ Night)
Good ideas!
Maybe Conjuration could be used to summon a single very powerful item at level 80/85? (A single powerful item every five levels after 80?)
Young Ned
06-25-2010, 01:22 AM
No there was a fairly involved thread iirc. Maybe it was on the old forum?
And I recall one possible combat use was something along the likes of "You conjure an anvil above your foe - who sustains x damage...".
Yeah, I remember that one now that you mention it. It may have been on the old forum, then, or in the very early days of this one. I didn't use our search feature, I just looked at Suggestions and went back a page or two before seeing this thread, so there could be an older thread here that I didn't see.
Why not also allow Conjuration to be used to conjure up a key that fits the lock?
There's exactly ONE adventure where you can do just that - this one (http://sryth.wikia.com/wiki/Quest:The_Shattered_Skull_Part_IV:_A_Thief_in_The_ Night)
Where you can conjure up a key for the lock? Cool; I'd forgotten there were any. I think there are other adventures where you can attack a lock with powers like Destruction and Telekinesis, but can't use Conjuration... or maybe I'm just confusing things with that one from "A Thief in the Night".
scout1idf
06-25-2010, 04:58 AM
There's exactly ONE adventure where you can do just that - this one (http://sryth.wikia.com/wiki/Quest:The_Shattered_Skull_Part_IV:_A_Thief_in_The_ Night)
Problem with that one is the level 70 needed to use it.
Scout is currently at level 80 but when I did that one, I'm betting it was well below level 70.
I don't know about anyone else, but that's going to be my last power to level 100.
shadowblack
06-25-2010, 12:20 PM
For those who can't remember what Conjuration actually does, here are a few examples:
XP +32 You've been awarded a total of 32 Experience...
32 xp applied to Conjuration...
You summon your power of CONJURATION and smile with satisfaction as the end of a stout length of rope suddenly drops down in front of your face and lands at your feet. Looking up, you are elated to discover that the other end of the rope is fastened tightly to the thick rails that surround the balcony.
The climb up the wall, even with the rope, proves both arduous and draining. More than one you nearly lose your grip, which might easily prove fatal, but your quick reflexes spare you on each occasion.
You have safely reached the balcony.
XP +16 You've been awarded a total of 16 Experience...
16 xp applied to Conjuration...
You call upon your power of CONJURATION, and at first you're not certain that anything has happened. Suddenly, the sharp clattering of something metal striking the stone landing startles you. You look down at your feet and are elated to discover a long iron key lying at the foot of the door.
You pick up the key and insert it into the lock -- it first perfectly. A careful turn of the key elicits a soft click, signifying that the door has been unlocked.
With a gentle push, the door swings slowly inward, revealing a wide, unlit chamber beyond.
For a few moments you stand at the threshold, peering into the darkness, your eyes and ears alert for any sign that it is occupied. When you're all but certain that it is not, you step forward and enter the room.
XP +8 You've been awarded a total of 8 Experience...
8 xp applied to Conjuration...
You call upon your power of conjuration and are somewhat surprised when a large straw basket appears in your right hand. Instinctively, you flip the basket over and toss it onto the snake, trapping the vicious reptile beneath the container.
Wasting no time, you leap into the air and bring land on the basket with both feet, bringing your full weight down upon the snake trapped beneath it, killing the deadly creature instantly.
Problem with that one is the level 70 needed to use it.
True. At the time the adventure was first introduced almost no one had level 70 powers, much less Conjuration 70. Some of us had enough experience to get Conjuration to 70, but it wasn't worth it.
Oldschool
06-25-2010, 03:30 PM
It was on the old forum. Here's the link for anyone interested.
http://shadowwolf47.proboards.com/index.cgi?board=sugest&action=display&thread=4761
I'd still like to see the concept of the one adventure (having complete memory loss as to which one) where we find ourselves without our gear expanded. Actually when I ran it with Hawk I conjured up some gear. After I realized how quickly we get ours back I saved the NR points with my alts.
Of course there'd probably need to be an NR restoring pool or something similar since conjuration items are so random.
And direct combat use would be nice. Not to mention, expanded items for levels 80, 90 and 100. I'm guessing when the level 70+ items were put in place by the GM the idea of characters with higher levels were well down the road.
thingirl
06-25-2010, 06:56 PM
I'd still like to see the concept of the one adventure (having complete memory loss as to which one) where we find ourselves without our gear expanded.
Wasn't that the Halloween adventure last year (09)? Get the 7(?) seeds, return them to the pumpkin farmer, then the GG shows up and steals your gear?
Yeah, a spot where you can conjure some gear, and those orb thingies could restore NR as well as SP, sounds cool. :)
EDIT: I'm sort of right. (http://sryth.wikia.com/wiki/Glowing_Goblin#The_Missing_Seeds_-_Halloween_2009_Installment) You return the seeds and you have access to the adventure (http://sryth.wikia.com/wiki/Quest:The_Seven_Spheres) where you loose your stuff.
Oldschool
06-25-2010, 08:48 PM
Forgot about that one Thingirl but again one could "get by" and retrieve his/her gear pretty quickly.
Maybe even expand it a bit in that it lets you conjure a unique item(s) via a special fountain, pool, etc... which would also be part of the rewards.
Young Ned
06-26-2010, 02:24 AM
I think one of the Runequest adventures had the bit where you get knocked unconscious and wake up without your gear, too.
Scarbrow
06-26-2010, 07:58 AM
I think one of the Runequest adventures had the bit where you get knocked unconscious and wake up without your gear, too.
Runeskin, you mean? lol
And you're right, it was on one of those
shadowblack
06-26-2010, 08:49 AM
There's also one scenario in PG V where you start without any equipment (though you don't fight anyone until you get it back), and there was also at least one scenario in PG V where you could use Conjuration to block an attack or something.
zmflavius
06-26-2010, 02:43 PM
There's also one scenario in PG V where you start without any equipment (though you don't fight anyone until you get it back), and there was also at least one scenario in PG V where you could use Conjuration to block an attack or something.
Actually, there's one optional fight against four skeletons or something, but it's very easy.
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