Originally Posted by
Doxmaster; 08-18-2010, 08:01 PM
Trapped souls-
Currently, trap the soul is a somewhat useless spell. For a price it creates ingrediants for rogue item crafting. The soulgems are probably more an annoying byproduct of a 'save or die' spell than anything else.
So...why not put those souls to use? After, of course, making sure that the gem goes straight to the spell caster's bag instead of dropping to the ground. If no part of the rest of this suggestion makes sense, please make soulgems drop to the spellcaster's inventory instead of to the ground; accidental gem ninja-ing is already common and the gems barely have a use.
For the use of soulgems, I have several ideas:
Summoning a creature: Summoning a monster of the same type that is stored in the gem. This summoned monster would not block the normal Summon Monster spells, pale master summons, the drow pet, or any other current summoned pet and last until it either dies or you leave the quest. Probably until it dies.
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Applying a property to a person: targetting a being and using the soul gems gives that person a 'durable' buff that lasts through resting and such as per the guildship buffs.
Each gem could have 2 buffs, one damaged based and one non-damage buff. For example, a weak essence of air could give either +1d6 electric damage on attacks for an hour or a slight boost to attack speed for an hour. A strong essence of air could give shocking burst or a 10% displacement effect that stacks with all current avoidance buffs.
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A gem collector: simply adding a collector that offers items of roughly the same value as the spells ingrediant. Full wands of level 10 or higher, useful scrolls in 2s or more, etc.
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A combination of the above 3 ideas: Being able to either summon a monster, buff an ally or just trade the gem in for something that might be mildly useful.