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Mirror walking and game mechanics

Posted: Tue Mar 05, 2019 7:56 pm
by Darkcloud777
Mirror Walking
Spell Information
Spell level : Innate level: 5, Cleric: 5, Sorcerer/Wizard: 7
School : Transmutation
Components : Verbal and Somatic
Range : Touch
Target/Area : Rune
Duration : Instantaneous
Save : none
Spell resistance : No

You and nearby party members pass through a mirror or reflecting surface of sufficient size onto the Plane of Mirrors. The mirror must be large enough for the creature touched to fit through, as if it were a window or other opening.

While on the plane of mirrors you find yourself in a maze consisting entirely of mirrors, the walls, the floors, and the ceilings. You will always pass through the maze successfully to the targeted mirror, but using a mirror walk spell is not without danger.

When you travel to a Plane of Mirrors, you create a mirror-self that will try to slay you and escape through the mirror to take over your life. You may or may not encounter a mirror self during your travels.
The way it works in game is you have to target a rune.
The rune doesn't have to be near a mirror. This is a problem since by the very nature of the way this spell should work is you need to enter one mirror then exit the other. I would like for this spell to either work as intended or be moved to DM supervised during events only so as to prevent exploiting the spell via mechanics of the game. What are everyone's thoughts on this?

PS. I love the role play aspect of this spell and do not want it removed.

Re: Mirror walking and game mechanics

Posted: Tue Mar 05, 2019 9:13 pm
by Glowfire
I see clerics and favoured souls cast it all the time without a mirror nearby. Mind, it does needs to be a full-length mirror. Either give clerics Teleport or... change something about this spell. Or why not put back Word of Recall? Which doesn't require mirrors!

http://www.d20srd.org/srd/spells/wordOfRecall.htm

Re: Mirror walking and game mechanics

Posted: Wed Mar 06, 2019 1:45 am
by whatsittoya
I would love to be able to recall back to my church now and then.

Re: Mirror walking and game mechanics

Posted: Wed Mar 06, 2019 10:10 am
by Wolfrayne
Clerics can have teleport. If they have the travel Domain :) Teleportation Isn't meant to be easy. Where is the point of an adventure when you can simply teleport everywhere?

That being said you could simply play it off that they are carrying a mirror around or something like that. Druids Tree walk all the time without being near a single tree. I dont think there is any point to enforcing something as silly as that on the server. If people want to RP it then let them. if they dont who cares. Its not goint to hurt you now is it?

Re: Mirror walking and game mechanics

Posted: Wed Mar 06, 2019 11:36 am
by Darkcloud777
Darkcloud777 wrote: Tue Mar 05, 2019 7:56 pm
Mirror Walking
The mirror must be large enough for the creature touched to fit through, as if it were a window or other opening.
I am not citing anything as silly as it being immersion breaking. I am well aware that this is not a PNP game. Perhaps the spell description needs to be changed to state the reality of how it would work in the game. The following quote would be how it could be reworded.
You and nearby party members pass through a mirror or reflecting surface. (no mention of size)
and
You will always pass through the maze successfully to the targeted location visualized by the caster (target mirror being removed)
When I think of this spell being utilized by the DM team I picture an event where you literally do enter this plane of mirrors and have to face off against opponents of yourself while traveling through a maze. That would be "epic"!

Re: Mirror walking and game mechanics

Posted: Wed Mar 06, 2019 2:50 pm
by ValerieJean
I wish this part wasn't forgotten or at least something will come of it now that attention has been brought upon the spell. :D It's the best part!
When you travel to a Plane of Mirrors, you create a mirror-self that will try to slay you and escape through the mirror to take over your life. You may or may not encounter a mirror self during your travels.

Re: Mirror walking and game mechanics

Posted: Wed Mar 06, 2019 3:02 pm
by Endelyon
Rasael made this spell. We could actually make it function only near a certain mirror placeable but I believe there aren't very many in the module so it might become a bit hard to use.

As far as your mirror self, you do encounter it sometimes, it's just not the epic 1v1 battle you're probably envisioning. If you encounter your mirror self, the teleportation fails and you take some damage from it attacking you while you escape, that's all. :)

Re: Mirror walking and game mechanics

Posted: Tue Mar 12, 2019 8:52 am
by metaquad4
Endelyon wrote: Wed Mar 06, 2019 3:02 pm Rasael made this spell. We could actually make it function only near a certain mirror placeable but I believe there aren't very many in the module so it might become a bit hard to use.

As far as your mirror self, you do encounter it sometimes, it's just not the epic 1v1 battle you're probably envisioning. If you encounter your mirror self, the teleportation fails and you take some damage from it attacking you while you escape, that's all. :)
A trigger that summons a shadow sim of you when you pop out? You get to duke it out with your copy every so often.

It isn't perfect (they are supposed to happen during teleportation), but having the battles be done upon destination would be far cooler than flavor text + damage. Perhaps for Shadow Walk as well.

Or perhaps have the spells teleport you to a specially designed area (should be possible for an indoor area?), where you must battle the NPC you would have encountered.
Upon the NPC being defeated, or if there was no NPC, a friendly NPC (mostly an OOC measure, it could just be a chat box) will spawn, read the runes in your inventory and/or teleportation areas you've memorized, and send your party to a location that you pick.