PlaneShift
Gameplay => General Discussion => Topic started by: Gilrond on August 29, 2011, 08:26:07 pm
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Following the recent meeting of players with Tuux who is the primary PS magic system developer, and discussion about the state of magic and its future plans, we decided to publish a list of proposals for various spells. Currently most spells tend to be combat oriented, and PlaneShift could benefit from having more variety in the way the magic can be applied. Traveling and transportation, prospecting, fishing, summoning or charming animals, creating enchanted items, illusions and so on. All these and other areas could enrich magic which is currently mostly reduced to bashing monsters.
This thread will be dedicated to spells themselves. A separate thread is dedicated for discussion on this topic (http://www.hydlaaplaza.com/smf/index.php?topic=40252.0). Please direct all comments, flames and arguments to the supplementary thread (http://www.hydlaaplaza.com/smf/index.php?topic=40252.0). But if you have a sensible spell to propose (insane may be too, but logical in the context of the ways and glyphs meaning), or an update to previously added spells, post it here, and it'll be merged with the list.
Note: proposed spells realms are shown in brackets.
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Crystal Way
- Magic Light (2)
Summons a light over the caster's head that illuminates the surrounding area.
(Daevaorn)
- Balance of Power (6)
Makes the caster and the target share their physical and mental features.
(All stats averaged between caster and target).
(Daevaorn)
- Dome of Light (7)
Creates a blinding light far above the caster's head lighting a massive area around.
(Daevaorn)
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Azure Way
- Leash (2)
Binds a mage to other beings and makes them follow the caster for the duration of the spell.
(Daevaorn)
- Lucid Mind (3)
Increases target's mental capacity.
(Intelligence buff).
(Gilrond)
- Appease Creature (3)
Makes attacking creatures to forget their aggressive impulses.
(Daevaorn)
- Entrancing Chant (4)
Increases the target's capacity awareness of dweomer
(boosts the mana limit and restore rate slightly, similarly to Invigoration's health buff).
(Daevaorn)
- Coercion (6)
Forces the target to cooperate.
(For example can be cast on NPCs to force them to offer a quest or the next quest in the series, only if one is generally available but you haven't got the required faction level)
(Xirius)
- Telekinesis (7)
Gradually transfers an object to a location within sight, while the caster controls object's movements.
(Gilrond)
- Air Block (7)
Creates a wall of swirling aether that blocks any passage for the duration of the spell.
(caster can place it choosing the location).
(Xirius)
- Transfer Object (8)
Instantly transfers inanimate object to a distant location.
(Gilrond)
- Levitatie (9)
The caster is levitated from the ground and glides fast on a cushion of air
(replaces a mount).
(Daevaorn)
- Flight (10)
The caster flies in the air, choosing any direction.
(Gilrond)
- Teleport (10)
Instantly teleports the caster or other alive creature to a distant location.
(Gilrond)
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Blue Way
- Flowing Movement (2)
Increases agility by giving the target physical features of water.
(Agility buff).
(Daevaorn)
- Hailstorm (2)
Caster causes hail to fall, causing injury across an area.
(Cirerey)
- Find Fish (3)
Identifies fishing grounds near the caster and gives them an idea of available species.
(Daevaorn)
- Debris Flow (3)
A torrent of water and earth erupts from the caster, drowning and crushing the target.
(Cirerey)
- Free Mind (4)
Frees target's mind from mental grip.
(removes potential mental debuffs).
(Daevaorn, Gilrond)
- Water of Life (4)
Target is washed in the healing magical waters, which restore target's health.
(Gilrond)
- Misty Cloud (5)
Creates a dense fog around the location where the spell is cast, which allows the caster to hide or flee.
(Daevaorn)
- Catch Fish (6)
Gives the caster the chance to magically catch a fish.
(Daevaorn)
- Ice Barrier (7)
Creates an impassable ice barrier for the duration of the spell.
(Xirius, Gilrond)
- Liquid Body (9)
The caster is turned into water and seeps into the ground to resurface in a different location. (possibly using a similar routine like /unstick)
(Daevaorn)
- Dessicate (9)
The spell gradually drains all moisture from the target's body causing death and mummification.
(Cirerey)
- Mother of the Storms (10)
Unleashes the rage of the powerful sea storm in the surrounding area, disorienting and gradually damaging opponents, who drown in the turbulent waters.
(Gilrond)
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Red Way
- Flame Mark (2)
Creates a little flame that burns for a long while.
(Simply to mark trails or areas for RP; needs to be a rather slow spell for the duration of the mark to be unattractive for training).
(Daevaorn)
- Willpower (3)
Enchances target's willpower.
(Will buff)
(Daevaorn)
- Self Destruct (3)
Caster accumulates the energy charge, which slowly causes self damage. If caster dies or is killed, charge is released as a powerful blast, damaging opponents in the surrounding area.
(spell effect appears as debuff, and slowly causes damage to the caster, who can cancel the spell, however if caster dies for whatever reason, even from the spell itself - explosion occurs)
(Travosh)
- Fiery Orb (4)
Creates an orb of fire that lights the area.
(Daevaorn)
- Grasp (4)
Fetches an item with a magical hand from a distance.
(Daevaorn)
- Furnace of the Ancients (6)
Focuses the energy of the fire element on a substance, causing it to melt or burn.
(blacksmith aid spell, which can melt ores and metals beyond regular metallurgy abilities).
(Gilrond)
- Fiery Maelstrom (7)
Creates a huge vortex of lava over the place where the spell is cast, which lights a huge area.
(Daevaorn)
- Lava Possession (8)
Takes control of the molten substance, to reshape it into a given form.
(blacksmith aid spell, which can for example cast molten ores into a solid shape, beyond regular metallurgy abilities).
(Gilrond)
- Chaos Fury (10)
Creates a massive tornado of chaos energy which consumes anything that enters its path.
(Gilrond)
- Lava Entity (10)
Turns casters into magical lava, and their sole presence burns any enemy that comes too close, but during the spell casters loose the control of their dweomer.
(Daevaorn)
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Brown Way
- Good Grounding (1)
The targets' endurance is increased through a link to the earth beneath them.
(Endurance buff).
(Daevaorn)
- Growth Spurt (2)
Provokes a sudden growth spurt in a random plant nearby.
(Daevaorn)
- Quicksand (2)
The ground under the target becomes quicksand, immobilizing and causing injury.
(Cirerey)
- Earth Shelter (3)
Earth envelops the casters, protecting them from all attacks, but preventing from attacking back as well.
(Cirerey)
- Depth Seek (3)
Scans the area around the caster, to locate some object hidden underground.
(can be useful when diggable artifacts will be introduced)
(Gilrond)
- Earth Scan (4)
Identifies mining spots in the casters' proximity and gives them and idea of other various underground resources.
(Daevaorn, Gilrond)
- Remove Barrier (4)
Gives the player the ability to squeeze past some already partially-open barriers such as bars.
(A lesser variant of the 'Open Passage')
(Xirius)
- Iron Strike (5)
Caster summons a magical hammer, which rapidly strikes back and forth, knocking out, damaging and stunning surrounding enemies.
Visual effect: a globe of force emanates from the caster and shapes into an iron hammer, which starts attacking opponents.
(Dramborleg)
- Extract Ore (6)
Gives the caster a chance of magically extracting a lump of ore from the grounds below.
(Daevaorn, Gilrond)
- Charm Creature (6)
Attracts creatures to casters, temporarily making them into pets. Charmed creatures fight along their masters and defend them from attackers.
(Gilrond)
- Summon Creature (7)
A creature from a different realm is summoned to the caster, who can command it as a pet for the duration of the spell.
(Brown Way and Empathy skills will affect the duration for which the pet can be summoned, as well as how advanced the pet is. Ring of familiar embeds this spell, allowing anyone to summon certain pets).
(Cirerey)
- Wood Guardian (7)
The caster animates a tree, turning it into a guardian for the duration of the spell.
(Cirerey)
- Create Golem (8)
Caster draws the life force into the rock and earth, creating a powerful artificial creature - golem, who can be commanded for the duration of the spell.
(Golem has some advantages over the regular pets, being stronger and more resilient).
(Cirerey, Gilrond)
- Awaken Nature (8)
Induces growth into all plant life in the caster's proximity.
(Daevaorn)
- Open Passage (8)
Creates a magical door, which allows the caster to pass through a solid barrier.
(Gilrond)
- Shortening of The Way (9)
Causes the earth to magically shorten under casters, causing them to travel at immense speed.
(Gilrond)
- Portal (10)
Creates a temporary magical portal between two locations, which allows anyone to instantly pass between them.
(Gilrond)
- Diamond Wall (10)
Casters are surrounded by a wall of impenetrable crystal that keeps them from moving while protecting them entirely from physical damage.
(Daevaorn)
- Xiosia's Laugh (11)
Target turns into kikiri for the duration of the spell.
(Gilrond)
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Dark Way
- Repelling Orb (3)
All creatures will shy away and run from the caster's proximity.
(Daevaorn)
- Dark Appeasement (3)
The caster is able to lift the Dakkru's curse for the duration of the spell.
(only counteracts for the length of time the spell is cast i.e. at realm 3, lasts roughly 5 minutes and by realm 7 lasts the entire length of the curse to essentially negate it entirely)
(Xirius)
- Shadow Cloak (6)
Obscures the caster by engulfing them in a dark haze and makes them unrecognizable.
(maybe also hide the name when speaking?)
(Daevaorn)
- Enslave Primitive Being (7)
A creature that is far inferior in intelligence becomes the caster's temporary slave.
(=pet?)
(Daevaorn)
- Summon Shadow-Daemon (8)
The caster summons a daemonic shadow creature from the chaos to serve them.
(Daevaorn)
- Minor Dakkru's Curse (9)
Casts Dakkru's curse upon the victim.
(doesn't last the same length of time as the curse for leaving the Death Realm, and can have somewhat weaker debuffs).
(Xirius, Cirerey)
- Daemonic Death of Despair (10)
A daemon kills the target by draining it of all faith and hope.
(Huge damage over time /or/ instant kill with huge mana consumption with higher Good vs. Evil faction reducing damage by 50%)
(Daevaorn)
- The Veil of The Night (10)
Makes the caster totally invisible for the duration of the spell.
(Gilrond)
- Self Sacrifice (10)
Kills the caster and all those within range who aren't grouped, with whatever their stats. May only be used once per day.
(can use crystal, red and dark maybe?)
(Xirius)
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Unique and multi way spells
Some spells can potentially be not attributed to any specific way due to their combined nature, so let this be a separate section.
- Imbue Item (3 in CW, AW, BLW, BRW, RW).
When crafting an item the spell is cast, sacrificing a portion of the crafter's lifeforce (Endurance), to enhance a property of the item.
(damage, speed, durability, defense, etc. The lost Endurance can be retrained and the crafter puts a bit of his or her self into the item. Property affected can be random, or explicitly focused, or this spell can have variations for different attributes).
(Dramborleg)
- Enchant Object (6 in all ways).
Caster enchants an object with magical properties.
(This can utilize various components, such as alchemical ingredients and even glyphs. Depending on components used, enchantment would wary. In result one would get magical weapons, armor, rings and etc. with persistent magical effect).
(Cirerey, Gilrond).
- Shindrok's Fate (11 in all ways)
Extremely powerful spell, discovered by the legendary wizard Shindrok. Effects of this spell are so unpredictable and unstable, that even greatest mages are reluctant to talk about it.
(assuming magic UI supports 6+ glyphs combos, since it's known to combine all ways).
(Gilrond)
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I've got a couple suggestions for spells:
Far Sight (maybe Azure and Crystal inter-way?)
Realm 3
Gives the caster the ability to target and interact with NPCs and objects much farther away than usual.
Dark Appeasement (Dark way)
Realm 3
Counteracts Dakkru's curse (only counteracts for the length of time the spell is cast- i.e. at realm 3, lasts roughly 5 minutes and by realm 7 lasts the entire length of the curse to essentially negate it entirely)
Curse of Dakkru (Dark Way)
Realm 8
Casts Dakkru's curse upon the victim (doesn't last the same length of time as the curse for leaving the Death Realm)
Negate Barrier (Brown way)
Realm 4
Gives the player the ability to squeeze past some already partially-open barriers such as the bars in the sewers. (A lower level spell than 'Open Passage' already suggested)
Self Sacrifice (Interway- Crystal, Red and Dark maybe?)
Realm 10
Kills yourself and all those within range you are not grouped with whatever their stats. May only be used once per day.
Create Barrier (Blue and Azure interway maybe?)
Realm 7
Creates an impassable barrier for the duration of the spell (casting it would create a wall of swirling aether that you would click to place -like a book or object- in front of a door or something).
---------Edit--------
A few more additions:
Coercion (Azure way)
Realm 6
Cast on an NPC to force them to offer you a quest or the next quest in the series (only if one is generally available but you haven't got the required Faction level)
(Crystal/Red/Dark etc.) Sphere of Protection (for each way)
Realm 4
Casts a defensive sphere that protects from spells of the same way of magic- i.e. 'Red Sphere of Protection' would protect against enemy red spells. There should be one for each way because logically those with competence in a way should be able to protect themselves (partially) from that same way.
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Ok,may sound a little Narsasistic. But A Ironstrike spell. A globe of force eminates from the caster, cuasing :thumbup: damage and knocking back and stunning hostiles. A hammer could be used in the spell effect. and maybe Crystal/Brown way combination.
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Here are a few from me.
Brown way:
Summon monster (Realm 2-3). A monster will be summoned and will attack the targeted player or NPC. The strength of the monster is proportional to the casters Brown Way ability.
Golem (Realm 7). Summons a giant rock monster to do your bidding.
Wood Guardian (Realm 8). Will cause a large tree to animate and defend you.
Shelter (Realm 2-3) The earth will envelop you, protecting against all attacks - you can't attack either.
Blue / Brown:
Quicksand (Realm 2). The ground under the target will become quicksand, immobilizing the target and causing injury.
Debris Flow (Realm 3-4). A torrent of water and earth erupts from the caster towards the target, drowning, crushing, and ultimately interring them.
Blue:
Hailstorm (Realm 2-3). an area spell. Hail falls causing injury or death across an area.
Dessicate (Realm 9). Causes all moisture to leave the target's body causing death and mummification. Could be an area spell.
Blue / Crystal:
Ice Arrow (Realm 3). Fires an icicle, like arrow but with additional cold damage.
Blue / Azure:
Cutting wind (Realm 3). A cold whirlwind filled with razor sharp ice crystals surrounds you providing both attack and defense.
Azure:
Phantoms (Realm 1). Multiple illusions of the caster will race around. They can do no harm, but will provide cover for the caster's real attacks.
Specters (Realm 4). Similar to Phantoms, but they can cause some damage.
Treason (Realm 4). Will cause the target to attack his own allies.
Crystal / Azure:
Light of truth (Realm 2). Protects against spells of illusion or deception.
Red / Dark:
Demon fire carcarass (Realm 6). A mob of undead super fire carcarass will attack and burn the target, and attempt to drag him bodily to the DR.
Dark:
Curse of the crystal (Realm 10). A Dakkru's curse lite. Shorter duration somewhat less of a debuff. Cause we aren't gods.
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These are great, unique and creative ideas, you guys! way to use yer brain noodles...
RR
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Here's another we discussed. Imbue with crafters essence.
When craftind a item the spell is cast, sacrificing a portion of the crafter lifeforce ( Endurance ) , To enhance a property of the item. Damage, speed, durabilty, defense, etc.
The lost Endurance can be retrained and the crafter puts a bit of his or her self into the item.
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One I've always wanted:
Blue (1) Locate
Lets the caster sense the location of someone or something nearby.
This would simply create a visual effect showing the location of the target (i.e. you have first done /target next <whatever>). You can do this now for mobs by attacking them with an appropriate spell, but this would work on anything and would not trigger a hostile response.
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I've got another to add (I'm surprised it hasn't been included already since it is referenced in quests):
Duplicate Book (Azure)
Realm 7
Holding a written book/map in one hand and a blank book/map in the other, makes the blank into a duplicate (including abilities it has- i.e. to copy book of blades etc.). Some rare texts (rare smelting for instance) could have a copy-protection enchantment that keeps this from working.
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Manipulate: Allows you to pick your opponents next attack stance, forcing them in it for the duration.
Azure (5)
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I have a couple of ideas for spells as well :)
Blue Way:
Ice fists (3), the caster's fists are covered in ice. Melee hits cause additional damage bruising the opponent for the duration of the spell or until a certain number of hits (or damage?) has been dealt thus the ice breaks.
Icy grip (9): The caster hugs the victim in an icy grip. If the spell succeeds the target is frozen completely and has to take endurance rolls till it dies or the ice breaks. During that time the victim takes damage over time. If the target is attacked the spell is broken.
Brown Way:
Cave (6): The caster forms a small cave on the ground to provide shelter for a while.
Lift (6-7): The caster makes the earth below their feet rise a few feet pushing them higher. The block collapses after a couple of seconds.
Stepstone (8-9): The caster makes the earth rise in a spot of her choise. The block of earth remains for a few seconds.
Dark Way:
Moths (4): The caster sends a swarm of moths to "bug" the target intrrupting their spells.
Red Way:
Warmth (4): The caster creates a small warm area restoring everyone's physical stamina and slightly healing them over time. The caster needs to maintain the warmth with her mana for the duration of the spell.
Azure Way:
Perception (3): Anticipates the target's next attack(s) and dodges it completely.
Nausea (6): Creates supersonic waves that render the targets unable to fight in the area of effect for the duration of the spell.
Crystal Way:
Befriend creature (5): Makes an agressive creature friendly.
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Brown way:
Bridge (2) - Temporarily build a bridge made of rocks allowing the caster to walk past bodies of water (for those of us who hate water, or can't swim).
Healing roots (3) - Roots grow on the caster's feet, burrowing deep into the ground for nutrients (health). Caster is unable to move for the duration of the spell.
Grip (3) - Hands come up from the ground gripping onto the target tightly, immobalizing it.
Azure Way:
Glamour (1) - The ability to temporarily change faces (for RP's, and may potentially trick NPCS into repeating a quest, or trick monsters into stop attacking).
Telepathy (2) - Allows telepathic communication (between NPC, monsters, players).
Gust (2) - Summons a gust of wind that slows down the target.
Crystal Way:
Manipulate light (10) - Allows light to pass through, allowing caster (or target) to be invisible/transparent for the duration of the spell.
Rift (10) - Creates a magical door between two locations, which allows caster to instantly pass between them.
Restore (10) - Bring someone back to life before their corpse disappear into the death realm.
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An idea for an Azure Way Spell. Don't have a name for it.
The ability to steal a target's skill level.
to clarify through example, you have lvl 17 fishing, your target has lvl 33. You cast the spell, robbing them of their knowledge. They now have lvl 32, you now have lvl 18.
This spell should be at least a master level spell, and should have many limitations placed on it, for obvious reasons, perhaps draining the caster's MP for a set amount of time, so that not only can they not cast THAT spell, but they can't cast ANY spell for the duration.
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One more:
Probably Crystal Way.
Enchant Object. This spell will make an object (usually a weapon) receptive to enchantment, letting you cast a spell on it that will reside there until needed. So one could cast a spell on a sword, the next time the sword was used the spell would strike the targeted person. That would discharge the spell - no trace of it would remain and only one spell can reside in an object at a time. Spell would operate at a discount from the caster's level - otherwise this would be way too useful. I could see it being really nice to use on an arrow.
Could have a small random chance of backfiring on whoever picks up the object.
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More Azure Way Spells
Sonic Cushion: lvl 2 or 3. Caster creates an orb of compressed air around them, blocking any incoming projectiles and weakening the effects of others' spells.
Sonic Barrier: lvl 5. Same as Sonic Cushion but applied as an AOE buff to allies around you.
Slow/Haste: lvl 4. When cast on yourself, increases rate of attack by percentage. When cast on others, decreases rate of attack.
Amplify Sound: lvl 5. Increase the range your voice carries. Higher levels increase your max listening radius.
Hologram: lvl 10. create an image of yourself at another location.
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Enrage
Red Way
Realm 4
Causes target to attack the nearest thing to it (including you. If theres more than one at the same distance, do some sort of random selection) Increases their attack damage, but decreases their defense. Can be used on yourself.