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О заклинаниях полиморфизма

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базовое описание (англ.)

Polymorph
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.

Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.

The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.

Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
Material Component

An empty cocoon.
Источник: http://www.d20srd.org/srd/spells/polymorph.htm

Давеча пока ехал в Питер, размышлял над технологией реализации различных заклинаний полиморфизма (типа polymorph self)... В принципе, информационные подсказки, полученные из окружающей среды (описание D&D'шного заклинания, некоторые выкладки Платова, эпизод явления веленских ведьм из "Ведьмака 3", Руководство по эфирному плану, результаты опытов по созданию фамильяров и союзников, руководства по ООП, фильм "Мстители: Эра Альтрона" etc), сложились в любопытный принцип, который может оказаться вполне работоспособным... по крайней мере косвенно на работоспособность указывает опыт магической работы в смежных областях.
Суть очень проста, как обычно... Для того, чтобы полиморфизм можно было реализовать, нужно банально и просто иметь другое тело, в которое ты будешь переливать своё сознание, и реализовать схему замещения одного тела другим и обратно.
Налицо принципиальный момент личной подготовки мага: маг должен знать, понимать и хорошо прочувствовать, что его физическое тело - далеко не единственный его инструмент и он привязан к нему не больше, чем какая-нибудь программа к конкретному компьютеру.
Соответственно, вторым шагом воплощения схемы полиморфизма является создание новой телесной формы, которая будет заменять основную. При  этом второе тело (железо) должно быть полностью совместимо с сознанием мага (софтом) - что означает необходимость оптимизации как железа, так и софта
Третий шаг, который стоит начать, пожалуй, даже чуть раньше второго - нужно хранилище для создаваемого тела или тел, в котором тела могли бы находиться неопределённо долго без потери своих функциональных характеристик... Самый простой способ - создать карманный демиплан на эфирном плане бытия (не путать с широкораспространённой концепцией эфирного плана как клана восприятия!) Впрочем, тут возможно реализовать очень много вариантов помимо довольно трудоёмкого строительства демиплана
Ну а сама заклинательная схема, т.е. блок процедур и функций по перемещению/копированию сознания из тела в тело и рокировке тел, реализуема достаточно просто по аналогии с созданием заклинания для игры "TES V: Skyrim" в редакторе Creation Kit. ТОлько в данном случае игрой будет являться наша Мультивселенная, а редактором - используемая и созданная каждым отдельным магом личная система магии

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The Walrider из игры Outlast

The Walrider also known as The Swarm is the true hidden main antagonist and the final enemy encountered in Outlast and the DLC Outlast: Whistleblower. It is behind the madness that seems to infect most of the asylum's inhabitants and is the deity of Father Martin's religion and his followers. It is first encountered at the start of the Sewer level, after escaping from the prison. The Walrider is also encountered early on in the DLC.
Contents[show]
Background

While looking ghostly in nature, the Walrider is actually a swarm of nanites; small, nanoscopic machines who possess great strength and power. It took possession of William Billy Hope. As it is shown by this document, when Billy was undergoing Morphogenic Engine Therapy, he learned to self-direct the lucid dream states, he was then capable of controlling the Walrider.
Characteristics

As it is composed of nanites, it is nearly invisible to human eyes, only showing a faint black aura. Miles can only see it clearly through the night vision on his camcorder. The Walrider has immense physical strength, and is the most physically powerful entity in the game. It can easily overpower any Variant, including the large, muscle-bound Chris Walker, as is seen in the Underground Lab when Walker is brutally murdered. When attacked by the Walrider, the result will be an instant death. The Walrider is relentless in its pursuit, while doors will slow its progress somewhat, it is capable of going underneath them.
Story
Outlast

The Walrider is seen multiple times throughout the game, its presence can be seen in the Courtyard scouring the air, as well as one encounter behind the locked gate. Project Walrider was the process of exposing patients to Morphogenic Engine Therapy to create a suitable vessel for the nanite swarm, for only a person that has seen enough horror can become the host. The aim was to create the perfect host for the Walrider, so that it could become a sentient being, as is evidenced by these notes: Gods and Monsters, Variant Postmortem. It is likely that The Variants are the results of this procedure.

Billy was capable of controlling the Walrider, with his self-directed lucid dream states, however because they were only using damaged and unstable minds to experiment on, the situation got out of control. The Walrider slaughtered everyone except one. Dr. Wernicke was kept alive by Billy all this time. When Miles reaches the Underground Lab, Dr. Wernicke, who was thought to be dead, instructs Miles to disable the power of Billy's life-support pod to undo what he has made, to murder Billy. After Miles shuts down the life-support pod, the Walrider, now without a host, attacks Miles and fuses itself with his body, taking him as its new host. As Miles limps towards the exit in pain, the door opens, revealing Dr. Wernicke and several soldiers. The soldiers open fire, but Wernicke realizes that Miles has become the sentient host. As the screen fades to black, the Walrider can be heard attacking as the soldiers scream in agony.
Outlast: Whistleblower

In Outlast: Whistleblower, the Walrider makes several appearances. In the Hospital, it will attack Waylon on sight in some areas. However, throughout most of the DLC, it is simply there for a visual effect and will not harm him. At the end of the DLC, (under Miles' control) the Walrider kills Jeremy Blaire in a manner similar to how Chris Walker was killed. At the end, the form of Miles inside of the swarm of nanites is visible from Miles' car, and moves towards the car. While starting the car and turning towards the gates, the Walrider pushes Miles' car and forces it through the locked gates.
Gallery
640px-Walrider2
640px-The Walrider Fuses with Miles

Trivia

    The Walrider is based off the nightmare creature from German folklore called ALP, who is also called "Walrider". Alp is said to originate from the mountains of Germany, similar to how the Walrider originated from Mount Massive. Both of them also have the ability to fly and turn partially invisible, as well as shapeshift.
        Its most likely that the project was named after the myth.

Примечательно, что эта идея также неплохо перекликается с изысканиями по созданию специальных тел для работы в особых условиях (некротело, тело стихий, тело сновидения, радужное тело, эфирная форма и т.п.)

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