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Sigil Information
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The Official Haelrahv Message Forum Forum Index » Guardians » Sigil Information
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HR-Trevor
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Joined: 04 Oct 2002
Posts: 6683
Location: Louisville, KY

 Post Posted: Fri Jul 29, 2005 5:47 am    Post subject: Sigil Information
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NOTE: Sigils have NOT been released yet. This is only info.

I'm going to go ahead and list the sigils here, I want to note that these will be introduced piecemeal and so when sigils are released, not all will work right away, but all should be creatable from the start and usable later.

Sigils have three modifiers, self, other, and area. Self sigils place an effect on the bearer of the sigil, other sigils are targeted at something or someone, and area sigils place an effect on an entire room.

The plan for sigils calls for them to be placed on many things, but in the test game sigils will only be creatable on sheets of paper. Sigils have the following basic process:

- Sigil type is created on a sheet of paper.

- Sigil modifier is created on a sheet of paper.

- Sigil is imbued with essence, which immediately weakens the creator's essence. The essence remains in the sigil until the sigil is used or the essence is released. Either act will destroy the paper and sigil. Sigil creators will be able to release a sigil's stored essence even if they do not possess the sigil in their inventory/control in case the item is lost.

- Sigils are usable once imbued but will be dormant until the creator chooses to activate the sigil.

Some sigils will be creatable by non-Guardians. The use of sigils will be tied to the Sigil Lore skill, which is a new NSKILL. Until the new skills are entirely released, Research will be temporarily used in its place.

And so, here's the list of sigils planned at this time, listed from easiest to hardest to use:



[Protection from Evil]

Self: One non-magic, non-psionic attack from a creature of evil against the bearer will fail. Evil persons may not use this sigil.

Other: Used against a chosen target of evil alignment, this sigil will injure the target instantly. Greater damage is incurred against supernatural beings.

Area: This sigil prevents beings of evil from entering the area, though existing non-supernatural beings already present are not banished.



[Protection from Good]

Self: One non-magic, non-psionic attack from a creature of good against the bearer will fail. Good persons may not use this sigil.

Other: Used against a chosen target of good alignment, this sigil will injure the target instantly. Greater damage is incurred against supernatural beings.

Area: This sigil prevents beings of good from entering the area, though existing non-supernatural beings already present are not banished.



[Warding]

Self: Ordinarily given to another, the creator of this sigil may see a brief vision of the bearer's surroundings by means of the SIGIL SIGHT command.

Other: Ordinarily given to another, the creator of this sigil may watch the bearer's surroundings for some time as if they were standing there, by means of the SIGIL WATCH command.

Area: This sigil allows the creator to watch the happenings in the given area for a short time via the SIGIL WATCH command. Additionally, the sigil's presence prevents supernatural beings from entering the area.



[Repelling]

Self: When used by its bearer, this sigil will force all engagements to missile range.

Other: Used against a chosen target, this sigil will inflict minor damage and force the victim to missile range engagement.

Area: When thrown to the ground, every combatant in the area is forced out of engagements they are in.



[Moonfire - Guardian ONLY]

Self: This sigil temporarily grants a shielding that injures attackers. The shield is especially effective against supernatural beings.

Other: When the bearer strikes an opponent with an unarmed attack, extra damage is inflicted by this sigil. Greater damage is incurred upon supernatural beings.

Area: Thrown to the ground, creatures throughout the area are injured. Supernatural beings are additionally injured.



[Anti-Psionic - Guardian ONLY]

Self: The bearer of this sigil is completely protected against one psionic attack.

Other: Used against a specific target, the opponent will be rendered unable to use any psionic ability for a short time.

Area: This sigil will disallow all psionic abilities in the area for its duration.



[Anti-Magic: Guardian ONLY]

Self: The bearer of this sigil is completely protected from one magic attack.

Other: Used against a specific target, the opponent will be rendered unable to use any magic spell for a short time.

Area: This sigil will disallow all magic spells in the area for its duration.



[Peace - Guardian ONLY]

Self: This sigil renders its bearer completely safe from any form of attack until the effect's duration ends or the bearer initiates an attack against another.

Other: Used against a specific target, the opponent will be rendered unable to use any attack for a short time. This effect is negated if the target is attacked.

Area: This sigil will disallow all combat in the area for its duration.




So, that's the list. For purposes of disruption type stuff, spellsongs will be treated as mental, and therefore psionic, attacks. I want to note that the "spy" type sigils are intended for RP or recon purposes, not malicious use. They will be disabled from working in inn rooms, labs and homes.
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Brokyn
LLAMA SECHS


Joined: 19 Oct 2002
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Location: Northern Georgia

 Post Posted: Fri Jul 29, 2005 10:41 am    Post subject:
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Are durations going to be governed by the Sigil Lore/Research skill? As in, normally, higher skill = longer durations?

Will "potency" of the damage-incurring sigils work the same way?

Basic questions that are probably obvious, but I just want to make sure.

--William
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Damion Stormlancer



Joined: 17 Sep 2004
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 Post Posted: Fri Jul 29, 2005 1:55 pm    Post subject:
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I for one THINK THIS IS GREAT. I'm working on a list of possible additions as we speak. I like what I've seen so far. Think you can give a little more insight to what factors into duration and strengh of the sigils?
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soundless
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 Post Posted: Fri Jul 29, 2005 6:14 pm    Post subject:
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guardian only = only guardians can make or only guardians can make AND use?
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HR-Trevor
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Joined: 04 Oct 2002
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 Post Posted: Sat Jul 30, 2005 8:01 am    Post subject:
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Quote:
Are durations going to be governed by the Sigil Lore/Research skill? As in, normally, higher skill = longer durations?

Will "potency" of the damage-incurring sigils work the same way?


Skill (old Research/new Sigil Lore) will effect duration/potency in many regards, yes.

Quote:
guardian only = only guardians can make or only guardians can make AND use?


Generally, only the creator of a sigil can activate it, so both.
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Galeth Lothain
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 Post Posted: Tue Aug 02, 2005 6:22 am    Post subject:
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Yay! Thank you trevor, this is awsome Very Happy Specially the Guardian only parts :Cackle:
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Galeth Lothain
Er, der wahr ist


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Location: That one place with that one town with that one house on that one street

 Post Posted: Tue Aug 02, 2005 10:30 am    Post subject:
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But to add to my other statement, I agree with Damion, ideas are popping into all of our heads, maybe we can help come up with all the Sigils? perhaps have a seperate topic for it?Very Happy
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"Anybody can become angry, that is easy; but to be angry with the right person, and to the right degree, and at the right time, and for the right purpose, and in the right way, that is not within everybody's power, that is not easy"
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