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(Legendary) Voodoo Idea, Shackle of Justice

PostPosted: Thu Jun 09, 2016 7:29 am
by Grimrock Litless
Name : Shackle of Justice
(10 + 5*X Turns)
(Legendary)
(2 + 1*X Hours)
(Impervious)

Target player cannot cast voodoo for the duration.
(There is no duration limit)
(Impervious = Cannot be effected by any cleaning voodoo)
(+ 1 hour for every 5 turns invested)

Recipe
10 Chains of justice
10 Time Spiral
1 Mindbar
3 FoJ
1 Master Craftmanship
1 Confuse

Duration to make
108 Hours

Opinions is helpful and wanted. Do rate +1 or -1.

Re: (Legendary) Voodoo Idea, Shackle of Justice

PostPosted: Thu Jun 09, 2016 12:19 pm
by DezNutz
Way too powerful even for Legendary Voodoo. Someone could just buy and save turns, and prevent someone from casting voodoo for an excessive time period. The only limit is how many credits is someone willing to put forward for turns.

Re: (Legendary) Voodoo Idea, Shackle of Justice

PostPosted: Thu Jun 09, 2016 12:33 pm
by Grimrock Litless
Deznutz wrote:Way too powerful even for Legendary Voodoo. Someone could just buy and save turns, and prevent someone from casting voodoo for an excessive time period. The only limit is how many credits is someone willing to put forward for turns.


Your ideas on this is also wanted.

Re: (Legendary) Voodoo Idea, Shackle of Justice

PostPosted: Thu Jun 09, 2016 1:16 pm
by Grimrock Litless
Deznutz wrote:Way too powerful even for Legendary Voodoo. Someone could just buy and save turns, and prevent someone from casting voodoo for an excessive time period. The only limit is how many credits is someone willing to put forward for turns.


If you use all your turns for this, you wouldn't have anymore turns to use.

Re: (Legendary) Voodoo Idea, Shackle of Justice

PostPosted: Thu Jun 09, 2016 2:00 pm
by DezNutz
Guluere wrote:
Deznutz wrote:Way too powerful even for Legendary Voodoo. Someone could just buy and save turns, and prevent someone from casting voodoo for an excessive time period. The only limit is how many credits is someone willing to put forward for turns.


If you use all your turns for this, you wouldn't have anymore turns to use.


So, you earn turns, and you can buy them. Not like the target player can cast voodoo against you to fight back.

Re: (Legendary) Voodoo Idea, Shackle of Justice

PostPosted: Thu Jun 09, 2016 2:09 pm
by Meliva
you could store up 200 turns naturally with no credits, spend all those turns using this voodoo, and prevent someone from using voodoo for 40 hours. then immediately afterwards you can use some creds to buy a new batch of turns, and double your turn production, and go to town. I don't think any voodoo should be impossible to remove.

Re: (Legendary) Voodoo Idea, Shackle of Justice

PostPosted: Thu Jun 09, 2016 2:12 pm
by Meliva
in fact, it would take exactly 33 hours and 20 minutes to go from 0 turns to 200 which is the turn cap if you don't use credits to increase it. so even if you decide not to buy turns, you would max out on turns nearly 7 hours before they can use any voodoo again.

Re: (Legendary) Voodoo Idea, Shackle of Justice

PostPosted: Thu Jun 09, 2016 2:16 pm
by Grimrock Litless
Deznutz wrote:Way too powerful even for Legendary Voodoo. Someone could just buy and save turns, and prevent someone from casting voodoo for an excessive time period. The only limit is how many credits is someone willing to put forward for turns.

Re: (Legendary) Voodoo Idea, Shackle of Justice

PostPosted: Thu Jun 09, 2016 3:07 pm
by not a pirate
-1 as well

Re: (Legendary) Voodoo Idea, Shackle of Justice

PostPosted: Mon Jun 13, 2016 2:07 am
by Juicypotato
My curses were powerful i suggested a couple years ago but this is beyond that. -1