PlaneShift
Gameplay => Wish list => Topic started by: zaphar on July 28, 2003, 09:12:49 pm
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No one had started a wish list for spells that I could see so I thought I would start one. What kinds of spells would you like to see in the game?
please include suggested crystal way they would go in.
Name:
mana usage (in a range):
Effect:
and lastly a description containing any other details needed:
heres the fist entry:
Crystalline shards
mana: 10 and up as your level increases?
effect: it sends a whirling cloud of crystals slicing into anyone in the target\'s location. (will we be able to targe land area\'s for spells or only MOB\'s and PC\'s? I would like to be able to targe land area\'s too if its possible) about 1/8 of comparative exp MOB or Character\'s hp.
description: Its an area effect spell that does slicing damage. not sure how much damage it does since thats the arena of magic balancing for the devs but I would imagine it does around 1/8 of a low experience character\'s hp. I guess the \"Way\" it would be associated with would be brown or possibly crystal. No one really seems to know how those are going to end up being divided yet.
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Shame on me, you were faster than I was, but it\'s good that this thread got started anyways.
We in the Arcane Order were thinking about necessary criteria for Spellcasting and think that there are a few more, that should be considered, while thinking about the spells themselves. These criteria would be:
Casting time: how long does it take to cast a certain spell. This would be especially necessary if it comes to interruptions while casting, which would lead the spell to fail.
Duration: How long would a spell have effect on things and/or people.
Target: A certain spell will only be castable on either things or yourself or certain areas....
Story: we thought about some rare, high end spells that would maybe have some kind of story, about how they were invented or rather discovered.
and last but not least
Skill requirement: certainly an apprentice like me will not be able to use every deadly spell there is, so there has to be some requirements concerning the knowledge of the arcane arts.
That were about all we came up with, some of them may be considered miner details, but others are certainly worth considering.
Btw.: yeeha my first post!! :))
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I have a lot of spell ideas, but they aren\'t the typical type most mages would use. They are all time effect or toggle effect enchantment spells. Most would initially have a low mana usage, that could increase to a point for a more effective version of the spell. As such most could have their effect increased the more versed someone was with them.
Calm Water:
Calms an area of rushing water, allows the caster and any others with him to easy wade or swim across.
Tight Rope:
Makes a rope stiffen up, allowing it to be used for a makeshift bridge that can be easily carried with you.
Frog Leg:
Gives the target extrodinary jumping ability and resistance to fall damage.
Horse Feet:
Gives the target the ability to move as fast as horse on their feet.
Hawk Wing:
Allows the target to glide for long distances instead of falling.
Eagle Eye:
Let\'s the target see through illusions (secret walls, cloaked enemies and players and such).
Wolf Nose:
Enhances smell, which would in effect let someone locate nearby enemies before seeing them (not exactly sure how to show this), also potentially some types of items.
Spike Fist:
Causese sharp (gem?) spikes to grow from the target\'s fists. Gives ability to climb some surfaces and increases martial arts damage.
Wind Lift:
Creates an updraft of wind that lifts those who step into it high in the air. The direction of the cast determines the direction someone entering the lift is moved off at the top, so place it appropriately. Also can be used to lift some enemies and drop them from a height for fall damage.
Spark:
Very low level spell, creates some sparks that can be used to light flamable objects. You can shoot them off for effect when you are mad too ;) .
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I only have one idea but I think it is good...
--------------------~*&**=look at bottom~---------------------
Summon Spells(name of what you want to summon[I.E.~Summon Dragon])*
Mana~(I\'m not 100% sure what mana means but...)depends on skill level.
Effect~When you summon something you can command it to do stuff(like~/[summoned thing\'s name] attack{name}or /defend{username})
Description~Allows you to summon anything from a small rat to a huge dragon**(on account of I don\'t know what enemies they will have)depending on how good you are in that skill.
This would be very helpfull in combat.Hey!Even a rat would help a little bit(I think :P).
Please consider this everybody,I think it is a good idea,and I know I am not the only one;)
PS-Please respond
*~I do not know what th enemies will be.
**~Once again,I do not know what kind of enemies there will be.
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Originally posted by zaphar
No one had started a wish list for spells that I could see so I thought I would start one.
Well, you might be wrong here. How about this thread:
http://planeshift.oodlz.com/wbboard/thread.php?threadid=3624&boardid=11
Or is it too complicated? :)
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Greetings,
E.
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well that thread is somewhat similar yes but it deals with the model of magic used. This one is more like the city and monster and items wishlist. Its for requesting certain individual spells you would like to see in the game.
such as this one.
initiates firebolt: the standard startoff spell for fire-mages.
it takes a low cast time and small amount of mana
does low damage
Basically you might start off with or choose to learn this one first for basic offensive spellcasting.
has a relatively low recast time.
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just a suggestion ;) :
dont give any numerical description of your spell such as mana cost since that is completely a mater of balancing - you can say high medium or low (just use words damnit!) but using numbers doesnt really help the devs since people dont all agree or have any idea of what will be a \'high\' mana cost once the game is made
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oh yeah my spell: reach
effect: draws (teleports) enemy to self on a succesful check
mana cost: alot
cast rate: takes time to cast (the better the profficiency with this magical way the less time requireed to cast)
range: skill in this field of magic will increase the range of this spell
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ohh ohh my turn !!!
I may be on vation in a boring town but heck i just found out about the net cafe\'s well heres my shot
Name: Regrowth of The Shard
mana usage (in a range): hmm.. say 50
Effect: If casted upon a person, he begins to regenerate hit points and stamnina, if casted upon lplants, the plant grows(simulating an entagl spell
hmm i got another
Name: Azure Sky
mana usage (in a range): 20
Effect: Deters away rain Showing only the Great Azure Sky (lag killer :P )
If cast at night this would only show the...well the celestial version of sky.
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Name: Dark hand of oblivion.
Effect: a huge,dark hand appears out of the ground and grabs the monster, it pulls the monster under, Either damaging it, or causing instant death. 70% chance of instant death.
Mana: Must have very high exp. Takes away ALL the user\'s mana.
Name: Shadow
Effect: you turn invisible and hide in the shadows. If a monster spots you not in a shadow, it will attack and deactivate.
Mana: medium
Duration: 10 minutes(real time)
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How about some ancient magic way (Ancient Way) which is only learnable through many studies and only available to very few of the very best, with spells that doesn\'t have names, only very powerfull effects, fx.
Name: Destruction
Mana Usage: Doesn\'t directly use mana, instead it uses runes, that when bound with mana becomes runes of the Ancient Way, which are used to cast the spells.
Effect: It has no visual effect, yet it causes severe mental damage to the target (killing your brain\'s ability to make your heart beat or killing it\'s ability to tell your arms/legs what to do is a very nasty thing...) :)
Just an idea.
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Gronomist: I somehow think rune based magic wont fit in with Planeshifts backstory and setting. Regardless that would best go in a different thread to keep this one clear for specific spells.
ok now my next entry.
name :crystalline shell
mana: medium to alot depending on spell level
effect: armor puts a magical shell of crystal around you for armor protection.
description: probably has a long recast time. the armor goes up in strength as the spell level goes up.
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Now for the invasion of bland spells, under the control of... me. And perhaps not hte most creative of spells, either.
Spell Name: Trip
Mana: Depends on the endurance (or whatever \'skill\' thingy is most closely associated with keeping your balance) of the target. Clumsy creatures require less mana to trip.
Effect: What the spell name says. It trips the target. A tripped target is more suspectible to attack, as well as being unable to get to where they want to get for a short while. Also, this may buy some time to cast a deadlier spell on the target as well, when it is sprawled upon the ground. If it is sprawled upon the ground.
Will add more later.
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to Wromtai: good job Crystal Blue actually needs more low end spells than the uber stuff most people come up with! Keep up the good work!
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Thanks, I decided not to make the same \'mistakes\' I made in some other threads. Like my \'Uber\' slings of hurling creatures... But it would be fun. :P
Argh, can\'t easily think of what can be considered \'low-level\' spells. It\'s amazingly simple to think of Uber spells of Doom, but not for spells for the weak.
Spell Name: Mark (can\'t think of better one)
Mana: Usually around low to medium, but terrain type may cost more mana to use.
Effect: It leaves a mark on the ground, tree-like thing, wall, or any other stationary object. Players and monsters not included. This mark prevents you from being lost, as you can simply follow the marked areas to get somewhere. You may also mark areas where you want to go to, or lure others there. To their doom is doubtful, as you would probably fall to your doom, but whether only you or others can see the marks still remains to be seen. For now, it is simply to \'mark\' the areas you like.
The marks fade after a while as well. Whether there can only be a certain amount of marks from you at one time remains to be seen.
~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~
Spell Name: Locate Mark
Mana: Depends on how far the mark is from you.
Effect: It creates a beam of light visible only to you to where the nearest mark is, if it is still there. Basically, if you get somewhere you don\'t want to be and want to get out, then follow the yellow bric- I mean, follow the beam of light. It will lead to the nearest mark you made, and fades after a few seconds.
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Hmm, maybe not the most polished spels, but oh well.
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Ooooh no that\'s great! That\'s the perfect type of explorer spell I\'ve been trying to think of! Yeah the name should pry be something more like Traveller\'s Beacon or something, but great idea.
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another potentially useful low end spell:
Monster Locate (need a better name)
mana not a lot
spell recast time : medium
Description: it indicates the direction the nearest monster/NPC is.
some variations might be finding the nearest group of monsters or finding the highest level or lowest level monsters in area.
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Blast of negative energy
Magic Way - Dark
Conjures forth a wave of dark sizzling energies that form into spheres of darkness. The caster then fires them automatically, upon a succesful casting, at the target which takes an amount of damage, based on skill in dark magic..
mana cost - Low
lvl range - Low
Animate dead
Magic Way - Dark
Animates the remains of the fallen, and brings them back as shambling undead under the controll of the caster. To raise the remains of a more powerful mob requires higher skill lvl in dark magic.
mana cost - Medium
lvl range - Low
More powerful versions of these spells should also exist
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Great initiative Zaphar!
Calm Water :
Calms an area of rushing water, allows the caster and any others with him to easy wade or swim across.
Tight Rope :
Makes a rope stiffen up, allowing it to be used for a makeshift bridge that can be easily carried with you.
Frog Leg :
Gives the target extrodinary jumping ability and resistance to fall damage.
Horse Feet :
Gives the target the ability to move as fast as horse on their feet.
Hawk Wing :
Allows the target to glide for long distances instead of falling.
Eagle Eye :
Let\'s the target see through illusions (secret walls, cloaked enemies and players and such).
Wolf Nose :
Enhances smell, which would in effect let someone locate nearby enemies before seeing them (not exactly sure how to show this), also potentially some types of items.
Spike Fist :
Causese sharp (gem?) spikes to grow from the target\'s fists. Gives ability to climb some surfaces and increases martial arts damage.
Wind Lift :
Creates an updraft of wind that lifts those who step into it high in the air. The direction of the cast determines the direction someone entering the lift is moved off at the top, so place it appropriately. Also can be used to lift some enemies and drop them from a height for fall damage.
Spark :
Very low level spell, creates some sparks that can be used to light flamable objects. You can shoot them off for effect when you are mad too
- by Wedge
There are many great ideas in this thread but I think these quoted above are some of the most useful. Not sure whether they should be high- or low-end spells but they are useful to all during traveling and on quests. They would increase the usage of mages proficient in them for those purposes in a party.
My only concern is how to place them into the 6 ways of magic? Any ideas (wedge or anybody), I would like us to develop these further. Maybe we should make life easier on ourselves in this project by sorting/categorizing things a little more. By that I mean dividing ideas so as to fall into categories such as these:
- Profieciency level of caster: High/med/low
- Magical way: Cry/Bl/Br/Az/R/D
- Type: Movement/offensive/defensive/sensory etc.
In other words they will fall into a pyramid like structure (or table) where there on level one is put 3 categories i.e. 1) Prof. level of caster. Then any spell suggestion will be placed under one of these three. Thereafter, within each of the three levels one would place one\'s suggestion under one of the 6 ways of magic (I.e. one of 18 possible placings). Under these again the type of spell would be chosen multiplying the number of possible placement categories. I know this sounds complicated but having such a structure would actually make things a lot easier to comprehend once seen in such a way. It will also help us in making suggestions by having to consider how to place them ito these three levels of categories.
The levels 1 - 3 above could be changed around for structuring purposes. Any suggestions and comments (other than \"take a hike Wolf!\" :D ) will be lovely.
PS Only 4? pages long post Dril! :P
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Well I can\'t think of specifics, but those spell types would be spread through all orders or just placed all in one. So if they were spread out, they would all be low level, and learning them would limit your ability to specialize in any of the stronger magics of the ways. And if they are all in one way, then you just go on that path... but I don\'t think that makes much sense given\' the elemental base of the ways. The point behind most of those spells though, is that they are NOT for mages that use magic to attack and heal and stuff. They are designed for a mage-explorer/warrior type of character, or a scout of sorts. Someone who isn\'t a great fighter, but mostly still uses weapons to fight. Their asset is they can go places others can\'t, and as such can guide parties. Allowing people with other specialties to use the spells defeats the goal of them of creating what I think it\'s a long missing character type. Of course they only work in the first place if the world is actually designed to use them. I really, above all else, want to see platformer and exploration elements from adventure games end up here, since they already feel like they would fit with the current game environment.
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Ok wedge, point taken on that. But If they do not fit well into the 6 elemental ways then it does need another magical genre as you suggest. Can we have a comment by a dev on that?
It would seem as if it will suit Ranger and rogue types best. However, as I see it one of the basic principles of PS is namely that nobody is prevented from pursuing any feat, knowledge,art, ability etc. in PS. Thus your idea of it being exclusive is off the mark and I don\'t like that particular side of your suggestion either. One could say that they are a specialized form of magic that would make them rather difficult to access and master. That way a \"natural selection\" process will prevent any tom-dick-and-harry from learning and using them. Comments?
Any comments on my suggestion on the classification of spell suggestions?
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Reply to Wedge\'s worry over low level spells sapping people\'s ability to specialize in one spell...
Everyone has always said \'oh well you cant just learn ever path it\'s just imposssible!\' However if you look at the thread on how skills will be limitied no one has any idea how they will be limited... that seems to be just a common sense guess. But then again many people have also thought oh well we can master 2 spell groups probably. Yeah! two spell ways sound good... It\'s as if a slight bending of the rule is ok since you don\'t know what the original rule is anyways... (*cough* protestantism *cough*). Point being that taking a few spells in random magical ways probably won\'t effect you... plus for the low levels spells you probably need little or no skill in that branch to use them.. does anyone know if spells are learned (like D&D wizards) or if spells are already \'known\' (like D&D sorcerors). That would be very important to this dilemna. No, I don\'t think a new way is needed so long as miscellaneous \'utility\' spells like lighten room etc etc are the easiest of the spells to learn, regardless of what way they are in. It seems to me like there would be a great degree of slack value to this system.
Another relevant thought that just came to me... you gain skills in Planeshift through practice right? How would you be able to practice if you didn\'t start out with just a little ability in each way or at least the ability to use the low level skills from each class? Obviously these easy to learn spells won\'t effect any of your builds :P Krans could even learn them!!!
(Just to let anyone know who might have been offended by the Protestant joke :P (you party-poopers) I am a protestant so get off your high horse and go... well do something else. :D )
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My worry about low level spells sapping peoples ability to specialize? No that\'s exactly what I want, if those spell types were fitted into the Ways and spread over them. Meh, but I think we DO need more info on how the spell system is going to work before proposing anyways to do it... and if the spells would even be practical for the game (which I really, really, really, hope they will be).
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Well I think it has become clear that we need some input from the relevant Dev(s) if we are to make any real progress here. If any Dev reads this please help us out or refer us to the relevant Dev for rule making on magic and design of the magic system.
Meanwhile Dril, you dumb Kran, waggle your clumsy rocky butt over there and ask some dev you know about this! *casts a levitation spell to get up high enough and pats Drilixer on the shoulder*
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*Illyria accidently transfers her levitation spell to the horrified Kran, who is lifted off his feet, gulps, and then goes hurtling over a mountain*
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Erm, anyway, I will create some new spells. I\'m not entirely sure of which Way they are most similar to, or how proficient th e caster has to be in the Ways, so I don\'t think I will include those two. THe type I will include.
Spell Name: Widespread Anarchy
Magic Way: Dark
Mana Cost: Moderately high on average;
Type: Combat/Support
Effect: This spell creates widespread anarchy in the area it is casted upon. It will make creatures turn against each other, and start fighting, stealing, casting spells upon, shooting, and in essence, kill each other. This spell works against the (Insert skill here)
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Spell Name: Anarchy
Magic Way: Dark
Mana Cost: Moderately low on average;
Type: Combat/Support
Effect: This causes a single creature attack his/her/its fellow creatures. A great distraction, it will make the fellow creatures attack that particular creature that, for some odd
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Spell Name: Widespread Insanity
Mana Cost: Medium
Magic Way: Azure
Type: Combat/Support
Effect: Makes many targets turn temporarily insane. When insane, a creature does odd things, like attack each other on accident, run foward to you and start talking like a... freak, and dance. Among other things. Basically, it makes several targets turn insane, thus making them not so effective against you. The smarter the creature, the lower chance of it turning insane.
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Spell Name: Spirit Scout
Mana cost: Low-average
Magic Way: Azure
Type: Exploration:
Effect: Creates a \'spirit\' version of yourself, allowing you to scout areas out without being attacked or damaged. You may go through walls, but some areas may not allow you to go through it as a \'spirit scout.\' This may be detected by certain creatures, however, and then the spirit scout thingy dispelled, and lasts only for a short while. The more proficient the caster, the more \'stealthy\' and longlasting the \'spirit scout.\' This is excellent for scouting out enemy terrain and formation, but damage to the character or if the character dispels it causes the spirit to travel back to the body.
(Note: \'Support\' means that it doesn\'t HAVE to be used for combat; it can be used as a means of distraction)
EDIT: Magic Ways fitted in.
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Excellent Ideas everyone:
Please keep the discusion concerning magic system implementations to a minimum though. I would prefer that this thread be used to generate individual spell ideas more so than a discussion on how skills and magic should be divided and limited.
This is not to say that you have gotten off track just a request from me. :-)
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Name:Shake
Mana cost: 45 Mana and decrease with level
Effect: If cast under-ground it does a damage multiplier based on the magic user\'s level (or whatever) higher damage and less mana cost at a higher skill level.
Description: Used in a dungeon or other under-ground place this is a highly destructive spell causing rocks to fall from the ceiling and buildings to crumble... on the surface out in the middle of no where it does little more than disorient enemies and perhaps stun them for a short while.
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Good Ideas people, wormtail I really like the
- Anrachy
- Insanity
- Spirit Scout
Spell ideas. We might need to flesh them out. but the ideas are excellent. I would suggest that Spirit Scout falls under the Azure way (Illusionist). The same could be for Insanity, Anarchy wouldprobably fit in best with the Dark Way. Let me know what you think.
My only concern is how to place them into the 6 ways of magic? Any ideas (wedge or anybody), I would like us to develop these further. Maybe we should make life easier on ourselves in this project by sorting/categorizing things a little more. By that I mean dividing ideas so as to fall into categories such as these:
1) Profieciency level of caster: High/med/low
2) Magical way: Cry/Bl/Br/Az/R/D
3) Type: Movement/offensive/defensive/sensory etc.
From an earlier post of mine. I\'m not suggesting a system of magic implimentations Zaphar (if it was this you referred to I don\'t know) but rather a classification system to help us structure the variety of spell ideas into a system from which it will be easier to get an overview. Would still like some comments or suggested improvements on my suggestion as quoted above.
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Thanks, I\'ll edit your suggestions on the Ways of Magic those spells fit in soon. \'Soon\' meaning at least within a week. :P
Spell Name: Foggy Mist
Mana: Medium
Type: Support
Effect: Creates a kind of fog around the caster. THe caster may choose to leave the fog there or have it surround him wherver he goes. Advantages to leaving it there include nobody being able to see he other side and cause confusion among the enemy. Advantages to having it follow you around include nobody being sure if it really is you, or just a wandering piece of fog. Range attacks are less effective, as are magic spells. Both types of mist fade away after a while. Disadvantages include shorter sight for you.
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Spell Name: Purify Air
Mana: Low
Type; Exploration
Effect: Purifies the air in an area. This will remove any mist, poisonous gas, choking air, and so on from a certain area. The more experienced with the spell you are, the more air you can purify.
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Spell Name: Knock Over
Mana: Depends on target. Small objects cast little mana, while large objects require more. If used on creatures, it depends on the skill most closely assosciated with \'Willpower\' or Resistance in other games.
Type: Combat/Support/Annoyance
Effect: Knocks over a creatures or object. Pretty much all there is to say about it. Knocking creatures over is not as effective as trip; plus, it costs more mana.
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Spell Name: Cave-in
Mana: Moedrately high
Type: Combat/Support
Effect: Some stuff fall sfrom the ceiling. The mroe experienced you are, the more stuff knocked down. For example, a \'newbie\' might only knock some dirt down, while a master mage of doom might cover the while passageway at really high speeds. Any unfortunate creature right underneath it suffers damage, and perhaps instant death. Boulders fall from the ceiling
if the caster gets lucky. Well, if the caster is far away, anyway.
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Spell Name: Poison Cloud
Mana: Moderate
Type: Combat/Trap
Effect: Creates a poisonous cloud, that chokes all who pass through it. Kran not affected, as are like creatures. The more skillful you are, the more air you can \'poison,\' but you have a choice as to how large you want it to be. Because once you create it you can\'t go back through it unless you remove or purify the air.
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Spell Name: Sudden Downpour
Mana: Low-Moderate
Type: Support/Agriculture
Effect: It starts raining in an area rather suddenly. Not supposed to be used for killing creatures, it can make a creature yowl with discomfort, like a house kitten. In combat, this is generally used for either that or turning soil into mud so that creatures get stuck in it, or severely slowed down. Excellent when used in conjunction with the trip or knock over spell. Another feature of this spell include summoning the rain to a drought-infested area, improving the harvest with ample rain. THe more skillful you are, the more rain summoned. Disadvantages include more yowling house kittens running away from you as soon as you approach, them thinking you as a bringer of rain, which they think as a bad thing.
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Spell Name: Blast
Mana: Depends on material of object made of.but armor and weapons.are. Example: Wooden sword requires less mana to blast than iron sword. Not particularly effective against creatures, but still works.
Type: Exploration/Combat
Effect: Attempts to blast an object into smithereens. Or part of an object. The more skillful the caster, the more of an object that can be blasted, as well as being easier tTo blast. This is useful for destroying armor or weapons that a creature is wearing or wielding, or removing an obstruction such as a cave-in. Some objects are not affected by this, and the spell merely bounces back. Be sure to duck.
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anyone heard of D&D?.....
Oh and guys can we keep it a bit realistic?
i mean don\'t know who posted it. \"...buildings to crumble\" oh so when i cast it the whole of Hydraa plaza will fall apart.....
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Good post so far, i skimmed through most of it.
Some of my ideas though-
Name: Shield of Crystals
Mana: between medium and high
Cast & Recast time: Medium
Description: Acts as a damage shield, where when a monster attacks you, he hits you but this shield does a slight amount of damage to him.
*Note- Upgradeable to the other types of crystals (depending on level and skill)
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Name: Shield of Ice
Mana: medium
Cast Time: Medium
Description: Acts as a shield. The ice takes a percentage of the damage the monster does to you. (Depending on level and skill). Generally a small but useful percentage
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Name: Illusion
Mana: High
Cast Time: Low
Description: Illusion where you can cast it on yourself and others to make your appearance change into the monster named in the spell. Would allow you to navigate zones where you would be attacked by those types of monsters safely.
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Name: Black Hole
Mana: Low
Cast Time: Low
Description: A means to escape quickly from a battle turned bad. Would allow you to summon a \'black hole\' which would transport you to a random location in your current zone.
Note- would be best under dark arts in my opinion
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Just a few of my ideas, let me know what you think.
~Dan
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Originally posted by DannMann99
Name: Shield of Crystals
Mana: between medium and high
Cast & Recast time: Medium
Description: Acts as a damage shield, where when a monster attacks you, he hits you but this shield does a slight amount of damage to him.
*Note- Upgradeable to the other types of crystals (depending on level and skill)
hehe I\'ve seen this one before somewhere...
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Somewhere meaning earlier in the thread, methinks.
Anyway, I think that the spell Black Hole could be renamed to Escape. Maybe it does sound more pathetic, but when I think of black holes, I think of those tings that suck everything up and nothing can escape.
Spell Name: Burning Beam
Way: Red Way
Mana: Moderately Low
Type: Combat/Exploration
Effect: A red beam of light shoots out at the target and burns it. The burning will damage the target, as the red beam of light is basically a ray of fire, and the more proficient one is in the Red Way the more damaging the fire ray thingy is. Can be used to light fires and also can be used as a signal flare.
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Originally posted by Drilixer
hehe I\'ve seen this one before somewhere...
That place being my Crystal Shield earlier in the thread his added damage effect to aggressor though so it is a little different.
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*put\'s down grimoire*, right, here are a few
Name: Money spell
Type: Low magick
Effect: Icreases chances of finding money through looting corpses etc
Name: Ivoke
Type: High magick
Effect: Caster takes on qualities of certain deity (if the game has any that is), depending on deity, stats are boosted. Rate of stst boost depends on players lvl
Name: Psychometry
Type: Psychism/mental
Effect: Caster can recieve information through an object, e.g. where it has come from, who has used it. Can leave clues for \'hidden\' locations
Name: Egregore
Type: Conjurer/evoker
Effect: Player creates a spirit servant who can help defend/attack (but only using magickal energy) or scout for items.
Name: Astral body
Type: cojurer (I think)
Effect: Player is able to leave body to scout around and explore other spiritual realms. Also able to posses creatures for a short period of time, if body is disturbed whilst \'away\' it instantly snaps back into the origonal body, all control over other creature is lost.
Name: Evokation
Type: high/ conjurer
Effect: Player is able to summon/call spirits who can give knowledge rgarding various skills, some are also able to increase stats or aid in harvest etc.
Name: Golem (for want of a better name )
Type: High
Effect: Player is able to make a statue then animate it, same as egregore but physical. Can hold weapons etc but is quite poor. Not sure if it should be able to lvl up.
Maybe I should end here or i\'ll be here all night ;)
Don\'t know how far to get into this, but I think some abilities should only be available to a certain class, i.e. Builders/potters who are certain mage should only be able to create golems as only they have the ability to create statuettes etc.
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There will be no classes.
Spell Name: Desperado Fanaticism
Mana/Requirements: Drains mana/stamina rapidly when casted. Effects fade away when mana or stamina get to zero.; Person must be outnumbered at least 4 to 1 or 7 to 2 for it to work.
Type: Support
Effect: Bestows upon the caster and all allies in the immediate vvicinity a kind of vicious and desperate fury. Those affected shall suffer huge drops to range attacks, magical attacks, and defencse, but get insanely high attack powers. The caster/group shall either kill or be killed, and die fighting unless one of two things happen. Either hte mana or stamina of the caster reaches zero, or the enemy is downed to 1 on 1, pretty much. Best used when in a gropu, as mages don\'t make the best of berzerkers, but this spell is a kind of \'advanced\' and desperate berzerk.
~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~
I have an idea of a way that magic could be used in the game. I call it \'mana upkeep.\' Anyway, my idea is that you can \'enchant,\' summon, or something of the sort, and it will stay there. At the price of mana. However, the way mana upholds it depends on the rate at which you regain mana. The upkeep drains away mana at a slower rate than you gain it, obviously, although some spells could override that. What I mean is this: Say you enchant a weapon with, say, a fire-based attack. This would cost the casting mana as well as some 1 mana every 5 seconds. You regain 1 mana per every 3 seconds. Something like that. Basically, you pay the enchantments a \'salary,\' and if you run out of mana (by means of more mana lost per second than gained; having 0 mana is a matter I\'m not sure about, as whether enchantments/summon//other you stay or not), and then a random enchantment goes away.
What do you think?
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Spell: Holy Ground
Keeps mobs at bay when a cleric blesses the ground. So you can put up a safe camp for the night and rest safely.
Spell: Ghostly Fog (area spell)
When in foggy area this spell can be cast, it creates the illusion of shadows/creatures in the fog that confuses and scares everyone unless he/she can recognize it for illusions.(save throw)
Spell: Shadow Walk
Walk trough a fold in time and space to another player.
Spell: Control Weather (some other name would prefebel)
Make weather better or worse
Spell: Call Lightning
Call lightning from the sky, only possible wen cloudy. (Need for control weather spell)
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have an idea of a way that magic could be used in the game. I call it \'mana upkeep.\'
Wormtail I like both your Spell suggestion ands the enchanted or mana-upkeep idea. I think that the enchantment should dissapear when mana reaches a certain minimum like 5 or 10. Also the last bit of the mana-scale before that (say m= 25 down to 10) the enchantment should weaken and begin to fade. That way both the person casting the enchantment and enemies or bystanders could see (by for example a diminishing glow on a sword or whatever) that the caster is losing the power of the enchantment due to low mana. Maybe I\'m making it too complicated, don\'t know.
Also, The colour that the enchant ment glows with should indicate which way of magic the spell represent, i.e. white = crystel, blue = blue, dark = blackish etc.
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Spell Name: Wide Cut
Mana: Moderately Low (30%-40%?)
Type: Combat/Agriculture/Other
Effect: Creates a magical slashing thingy that slashes at enemies, trees, and wheat fields/similar fields.
In combat, this will only effect two enemies at a time when the caster is a little experienced in the ways of magic. As the caster improves, a wider slash slashes at a wider array of creatures, but will not sever them in 2. Only effects front-line trooops.
In agriculture, it is pretty much the same, effecting a meter\'s worht of crops. Saves energy with use from sickles, and can cut multiple rows of standing crops. There is the slight disadvantage of gathering all the cut parts of ht ecrop, but it does save the labor of using a sickle. Improvement is the same with combat.
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Spell Name: Magical Banner
Mana: Low
Type: General
Effect: Creates a magical banner that floats around the casters head, saying who the caster is, their race, and their job. For example, the cook-magician Bob casts this spell. He is also part of a guild. THe magical banner says:
Chef-Magician (profession in combat/civil)
Bob (name) the Klyros (race)
Dancing freak (guild rank) of the Mad Dancers (guild name)
Good for identifying where someone is, and who they are. It costs mana to maintain, however, so magical banners that are created will probably be more efficient.
Perhaps ther could be the ability to locate a particular persons banner, so he can actually see someone in the midst of other floating banners if there are any.
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Spell Name: Repel Intruder
Mana: Moderate
Type: Enchantment/Trap
Effect: Creates a magical barrier that will let nobody except the caster through. This may be broken, however, by either pwerful and magical objects or powerful mages, but usually repels unwanted intruders. Wanted intruders must have the permission of the caster to cross. Usually placed on doors of houses and other similar areas. Like treasure rooms.
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I am thinking of creating a spell called \'Possess,\' but I am unsure of how to create it so that it\'s fair.
Anyway, very interesting idea, Wolfmane. Perhaps there could be an \'emergency mana\' part of the mana so that casters with enchantments active don\'t spend all their mana on accident. When the un-emergency mana begins to run out, then the enchantments may fade. Once they do, the caster has the choice of using the emergency mana to get out of a situation. Once used, enchantments begin to fade into \'nothingess\' (until casted again) and the caster is completely out of mana and enchantments. Though out of a tough situation as well, I would imagine.
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Spells that summon cloths, armor, weapons, etc. They would go from really low levels to the highest levels.
Lower levels would summon mundane items as to not screw up the economy - only moderaty high level casters would be able to make magic items
Mana would of course vary
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Like the summons, there could also be skills for making/enchanting other items - like adding fire damage to a sword - these would be temporary to permanant depending on the skill of the caster. Same with mana
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Gem Crafting - this would be a purely magical skill not to be confused with Jewelery Crafting - in fact, gems created with Gem crafting could be used in Jewelery crafting I suppose....
The idea would be to take cetain gems/rocks/bones/special ingredients and combine them. This could be done, for instance, by crushing them into powder (with special equipment, like a mortor and pestel) and then using magic to put them back together. The quality/mana/casting time would depend on the caster\'s skill as with my other suggestions. The gems would add to stats and/or have other special properties like resistances or mists (like the spells above that shroud you in mist) - things like that.
This would be like the item summoning in that it would be near worthless at lower levels and would only be REALLY cool at the higher levels after the user had put lots of time and experience into it.
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Interesting ideas with the summons spells Snowwolf.
We would however have to get an opinion from the Dev\'s as to whether this would be allowed/possible as it may well interfere too much with the economy as you mention. It may give magicians an unfair advantage, on the other hand what is magic for otherwise anyway :D
I think if implemented wisely and with due restrictions it would be a nice addition though. Probably they would however need to be pretty high level Spells and require a high skill as well as specialization in a particular way of magic from the mage/wizard. Done that way it could be a nice facet to the game.
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Talk about blowing a hole in the economy, if mages are allowed to summon items! I mean, what about armorors or weaponsmiths? What happens to them when people start reaching the \"Summon Item\" point? Ooops :P
Anywho, we need some more of those basic spells, like everyday magics or so...
Name :: Remote Levitation
Type :: Dunno
Description :: Lifts an item/thing withing your vicinity into the air.
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Name :: Self Levitation
Type :: Look above
Description :: Makes you able to lift yourself into the air. The height depends on your skill with the spell and magic way.
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Name :: Conjure Food (probably mentioned before)
Type :: Survival?
Description :: Conjures a piece of meat or a fruit of some kind. Very highly skilled mages may be able to conjure a self-replenishing plate of meat or something, which lasts for... 30 minutes? The conjured food isn\'t magical though. We\'ll leave the food-buffs for the bakers. :)
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Name :: Light
Type :: Navigation?
Description :: Conjures a glowing light, floating a feet or two above the casters head...
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Name :: Magical Compass
Type :: Navigation
Description :: You have a map, yet your compass is broken. What do you do? You summon a magical compass! :D
Just a few ideas.... But I still like my own suggestion about some supreme spells, very well hidden from the world, and only very very few who can learn the spells and stuff.
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Interesting idea on the \'summon item\' idea, but like you and others said, it would place a dent on the economy. Perhaps you can only summon items that have already been made by others and they are willing to give it to you, although how that would work I am not too sure.
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Should this possibly be made into another thread?
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The key to summoning items is severly limiting WHAT exactly can be summoned. There would be a limited number of spells - definitely - at lower levels it would be just normal clothing that you could cast directly onto someone - mostly just for the ablilty to do it and the inate coolness of being able to summon random equipment... :] Say some one is in a group and is too cheap to fill in one of their slots with even the most cheap equipment, mage fills the spot.
This would be a magical alternative to the repair armor and weapons skill.
The trick to making it work is not the code for doing it - but figuring out items that DON\'T mess with the economy - that\'s why this might be good as another thread. Say a guild war was going on and your guild wants to impersonate an enemy - mage makes disguises - weird stuff like that. It\'s all in making items that you can\'t find anywhere else or wouldn\'t want to even bother buying.
It wouldn\'t be something like every \"level\" (I know there are no levels, using it for simplicity) you get another set of summons for every item slot you have - they would be spells that aren\'t on the normal \"lineage\" of spells (i.e. fire1, fire2, fire3...) - they would be \"side spells\" kinda like side quests and minigames - interesting little things that are easy to implement but add tons to the game.
Another example - you are a high ranking mage guild *cough* *Arcane Order* *cough* and want to give an item to a new member that tells everyone else that they are a one of you - so you conjure up a ring or something.
Of course, at the crazy levels (maybe this could be added as an actual skill like the weapon and armor fixes...Offical request perhaps?) you\'d be able to summon the plate mail of some lost warrior of legend. It wouldn\'t be just plate mail, but cool plate mail with a story behind it
Know what I mean? Play with it and think up some items that wouldn\'t toy with the economy!
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Instead of a magic compass, why not make a spell to enchant some weapon, a sword perhaps, to point north.
Picture a mage levitating a dagger and it magically spins around and then stops quickly, points north, then falls back to the ground.... COOL!
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Name: Darkness Drop
Spell Way: Dark
Target: One persone or monster
Mana: Medium / Low
Effect: This spell combines several minor spells like:
- Slow movments
- Poison
- Blind (the target would see a sort of big and dark cloud in front of his eyes)
During: a short period (7 - 12 seconds would do it)
Note: Very usefull to surprise and slow your enemy\'s defense.
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Spell Name: Pound
Mana: Depends on \'material\' of target. In combat, it is always Moderately Low. In pounding something like an ingredient for a potion, say beetles, it is very low, while for things like iron it is moderate-moderately high.
Type: Combat/Other
Effect: Pounds an enemy or an object. The area affected is 0.5 meters in diameter, and the caster has to make clear what they are pounding. Skillful mages may cause an enemy to fall unconscious or become dazed. When used in other things, as said before, the mage must make clear what is to be pounded. The skill of the mage effects how hard the target is pounded.
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Spell Name: Tranquility
Mana: Moderate
Type: Support/Other
Effect: A wide area of creatures is made peaceful for a while. This depends on the Will of hte caster and teh Will of each creature in the area. Successful \'rolls\' make the target peaceful, failed rolls tend to make it a bit more hostile.
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Spell Name: Sacrafice
Mana: 90% of total mana
Type: Supoort
Effect: 90% of the casters health and stamina (if it\'s there) go down, to heal friendly people nearby. If one person is nearby, then his health is healed by 50% of his total HP (or damaged HP, whichever one is more \'balanced\'). If two others, 40%, three, 30%, and 4 or more, 20%. A moderately skillful mage may emit a burst of energy that harms several monsters nearby. This also leaves the caster temporarily dazed.
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Spell Name: Protect Other
Mana: Moderate
Type: Support
Effect: The caster takes damage for the target. Lasts only for a short time.
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Spell Name: Angered Earth
Mana: High
Type: Trap
Effect: Creates a patch of \'living earth\' that will attack all except for the caster and those with the casters permission. The angry patch of earth can use many traps, like pits and sudden explosions of dirt, but they vary. Again, powerful mages may create larger patches of angry earth.
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some of these spells look over powerful. then you get gods that cannot be destroyed verse the lesser ones who can barely fend for food.
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*sigh* Some people are obsessed with magic and think it should be able to do everything. You can conjure items and food if that is the ONLY real magic you can use. Just because it doesn\'t involve large explosions doesn\'t mean it\'s a minor spell, conjuring even the least of such things would be quite difficult. But again, that is totally pointless, since they can be achieved by normal rational means, so magic can feck off and stay out of that area.
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Originally posted by Evanchild
some of these spells look over powerful. then you get gods that cannot be destroyed verse the lesser ones who can barely fend for food.
You have to have extremely powerful spells to defeat extremely powerful enemies... And I don\'t see the point in all out magic users being wimps next to warriors the same lvl...
And I also don\'t see why magic shouldn\'t be able to conjure things up..? Summoning could just be a branch in a magic way..
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Hummm... I don\'t remember where i saw this but i am almost sure we will be able to summon undeads creatures with the Dark Way...
I hope the other Ways will have their own type of summons, too.
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Actually, I am doubtful that the Undead will be in Planeshift, seeing as they are in many other games. Perhaps creatures of darkness, perhaps, but I doubt the Undead will be in Planeshift.
As for spells \'looking\' overpowerful, why don\'t you suggest means of weakening them, or countering them? I would gladly accept advice on improving spells.
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Heal spell would be nice.
Mana dependant on strengh of heal, obviously! You could even name it heal!
here are some other \"EQ\" like spells. Snare, Slow, Weaken, and blind.
For my uber spell I would like Tria touch. It is a death touch spell that turns your enemy into a pile Tria\'s. Mana cost low. Why low mana? Because I know it will never be in the game anyways!
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Name: Elemental Balance
Spell Way: Any
Target: Effeting spells
Mana: Low
Effect: Stops any effeting elemental spells (and others)
During: a short period
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Name: Unbalance Elements
Spell Way: any
Target: large area
Mana: Medium
Effect: Starts great storm of elements on choosed area (like earthquakes , Fire pillars / Ice pillars / Breaker and total darkness / Healing all allies on the area with white way) can be stopped whit elemental balance.
During: a medium period
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My little contribution:
Spell Name: Watchful Eye
Mana cost: Depends on skill of user/ duration of spell
Magic Way: Blue
Type: Sensory
Effect: For duration, the caster sees from over the targets shoulder. He senses (ie hearing/sight) the surroundings of the target. Cannot interact, may only observe.
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Spell Name: Past Sight
Mana cost: High
Magic Way: Blue
Type: Sensory
Effect: Allows caster to view an event in the past (pre-scripted), so the diviner may better understand history. (Sort of like feeding him/her a random cutscene)
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Why dont we have a no. of low mana usage spells which belong to all groups? I mean a dark mage isnt not going to know summin really simple just coz it isnt dark.
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What about this?
Spell name: Bulls strength
Mana cost: low
Way: All
Effect: Raises strength by 1 for 200sec
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Why dont we have a no. of low mana usage spells which belong to all groups? I mean a dark mage isnt not going to know summin really simple just coz it isnt dark.
There could be spells that arcorrespond with each other in all the Magical Ways, as in one Way has an agility spell of some sort while another Way has a similar version of it, but not quite the same.
As for your spell, I have an idea that I brought up before, but a few other ideas knocked it back down. So I reintroduce the concept of mana upkeep. Basically, it keeps your spells going at the cost of x mana per y seconds, mintutes, hours, etc. Then came the idea of \'emergency mana,\' which was mana used solely for upkeep purposes, and if it and the regular mana ran out, all enchantmnents failed. Also, if the regular mana was running out, then enchantments would look as if they\'re fading away.
What do you think?
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Hmm, can you explain a bit better? I sorta think I know what u\'r saying. It is a good idea, bu u\'d have to have it on selected spells only. To make it more realistic u might have a spell which u allocate the extra mana and once that extra mana runs out then the spell fades, and leaves you with u\'r ordinary mana. I not sure if it would work though.
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Right, here is the (short) discussion.
Me:
I have an idea of a way that magic could be used in the game. I call it \'mana upkeep.\' Anyway, my idea is that you can \'enchant,\' summon, or something of the sort, and it will stay there. At the price of mana. However, the way mana upholds it depends on the rate at which you regain mana. The upkeep drains away mana at a slower rate than you gain it, obviously, although some spells could override that. What I mean is this: Say you enchant a weapon with, say, a fire-based attack. This would cost the casting mana as well as some 1 mana every 5 seconds. You regain 1 mana per every 3 seconds. Something like that. Basically, you pay the enchantments a \'salary,\' and if you run out of mana (by means of more mana lost per second than gained; having 0 mana is a matter I\'m not sure about, as whether enchantments/summon//other you stay or not), and then a random enchantment goes away.
Wolfmane:
Wormtail I like both your Spell suggestion ands the enchanted or mana-upkeep idea. I think that the enchantment should dissapear when mana reaches a certain minimum like 5 or 10. Also the last bit of the mana-scale before that (say m= 25 down to 10) the enchantment should weaken and begin to fade. That way both the person casting the enchantment and enemies or bystanders could see (by for example a diminishing glow on a sword or whatever) that the caster is losing the power of the enchantment due to low mana. Maybe I\'m making it too complicated, don\'t know.
Me:
Anyway, very interesting idea, Wolfmane. Perhaps there could be an \'emergency mana\' part of the mana so that casters with enchantments active don\'t spend all their mana on accident. When the un-emergency mana begins to run out, then the enchantments may fade. Once they do, the caster has the choice of using the emergency mana to get out of a situation. Once used, enchantments begin to fade into \'nothingess\' (until casted again) and the caster is completely out of mana and enchantments. Though out of a tough situation as well, I would imagine.
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I think the upkeep idea is good, but I dont like the emergancy mana.
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Glad you brought this idea back up Wormtail_,
It is not a spell but affects the entire spellcasting system. This is something we might have to present to the rules section of the Dev team. Either work out a proposal to present them with or ask some of them to take a look at it here and comment.
I would think doing a short but detailed proposal is the best. If you will run with the idea and do a proposal I\'ll be happy to help with it but I\'m a bit snowed under and can therefore not do it by myself.
Another thought, we have a whole bunch of magic interested mages over at our IRC channel. Maybe you should join in there and we can brainstorm the idea a bit more. You might also get one or two of our members there that would like to help you out in doing a proposal.
Our channel is on Quakenet at: #arcaneorder
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People, people... There won\'t be things like spells which are the same for all ways. A mage can do all ways, and he/she can learn spells in all ways. Each way represents a kind of spell-type, like red is fire and brown is earth and strength, you know. The ways you select at character creation are mere buff\'s to the casting ability of the way, so if you\'re a mage dedicated to the red way, you can still learn healing spells. Not a big deal, really.
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Thats still really stupid. Somebody with 10 ranks in dark magic shouldn\'t need to have any ranks in the other ways to cast basic spells. But....
I got an idea.
Why don\'t we have automatic skills? Say for example you reach 5 points in the red way. then you automatically gain 1 point in all the other ways. You can do this with other skills which are similar, like assasin skills. For every 5 points in a skill, you gain 1 point in the other skills. I think this would work well.
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QUOTE:
>Thats still really stupid. Somebody with 10 ranks in dark magic >shouldn\'t need to have any ranks in the other ways to cast basic
>spells. But....
If he has reach the 10th level with n^10 experience points in this way (i assume you will get something like exp each time you cast a spell), he has probably spend a bit time to get n^2 exp in each other way.
QUOTE:
>Why don\'t we have automatic skills? Say for example you reach 5
>points in the red way. then you automatically gain 1 point in all the
>other ways. You can do this with other skills which are similar, like
>assasin skills. For every 5 points in a skill, you gain 1 point in the
>other skills. I think this would work well.
I fully agree. it\'s:
1/ more realistic: a warrior who has always use a sword will probably use better an axe than mage
2/ don\'t need for players to say: \"ah i will cast some useless light spell to access to the heal spell\" . Players could simply practice their favorite magic, knowing that they could always use simple spell in others way.
Another thing I think to counterbalance this automatic learning. When a wizard learn a spell (via skill increase, guild or other way), he should not be able to cast succesfully this spell the first try. He must cast the spell 3~5 times with an increasing successful rate before having a good prob. to cast it.
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I fully disagree. It just doesn\'t make sense to be a pure Evil Death mage of darkness to suddenly cast a Holy life Spell. Even if it\'s healing. My reasons for this are:
1- Promoting group travel.
I\'ve read many posts with references to group travel. so this will make mages who specialize in each Way a very useful addition to any group. Not much more to say here.
2- Gives new meaning to \'Pure\' Mage
Like I said before, some mages will specialize in one way and only one way/. Just because they didn\'t learn something else doesn\'t mean that they get a sudden burst of knowledge about the other things. I mean, you don\'t get really good in math and suddenly become a supergenius if writing, though some of us may wish it were so. No, if you want to specialize, you specialize in one thing with the penalty of now knowing the other things unless you take the time to study it.
3- Ads flavor and strategy
I llike strategy. I am always planning for some game or the other whenever I\'m bored, and negating weaknesses with strengths can be fun, especially when you consider all the ways you can do so. Perhaps if you become a \'Pure\' mage, you may cast spells of a certain Way with eithehr different spells, more powerfuol ones, and so on. People who don\'t want to do something because they don\'t want to are lazy, plain and simple.
Oh, and i think that you swing a sword differently than an axe. There could be a \'genearl\' skill,\' though.
if you want me to re-explain this, then I will do so.
There could be a \'general\' Way of magic that is available to all Ways. This was done in Age of Wonders with the Cosmos sphere.
Apologies if I offended anyone, as well as for not capitilizing things correctly. It\'s kind of hard to do so with a few keyboards...
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Just saying... this thread was supposed to be for what spells you want in the game, not how you\'re gonna cast them or anything, there\'s other threads for that I think.
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Originally posted by Wedge
Just saying... this thread was supposed to be for what spells you want in the game, not how you\'re gonna cast them or anything, there\'s other threads for that I think.
What he said. Please limit your posts to spells you want to see.
use other threads or start new threads to discuss magic use in the game.
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oops
my penitence:
Penitence:
White way (level 1)
Duration: high
Mana: really low
Casting time: high
Increase temporaly your skill in white way. You can\'t attack monsters or PC as long as the spell is active. You are also healed. You lose *definitively* all your black way skills. If you have a high level in white way, you could cast this spell on others peoples (takes more time and may fail if their will / skills in black ways are too high)
With such a spell, white mages will not really use black spells and will not travel without warriors to protect them.
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NOOOOOOOOO.
lol :]
that would be the ultimate weapon vs dark mages.
Can u imagine? One shot from a high lvl white mage and bye bye all dark magic, then.....
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my penitence... Good spell.
here is my own slant on that kind of spell
Cloak of azure
provides 25% resistance to Dark spells
Cloak of Dark
provides 25% resistance to Azure spells
Cloak of Red
25% resistance to Blue.
Cloak of Blue
25% restance to Red.
Cloak of Crystal
25% resistance to Brown.
Cloak of Brown
25% resistance to Crystal.
At higher levels the cloak spell could provide more resistance than the base 25%.
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ahh, I like those very much. Maybe those could also be enchanted into clothing as well but have less resistance.
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SPELL LIST
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I thought it would be easier to put the in one post and then (of course) update every now and then.
To make it easy for the developers, I think these could be criteria for the spells (looked at the thread and selected them).
Maybe I can make a new thread and then post every new spell suggestion in the same post?
Criteria for the spells:
SPELL NAME
MANA USE (In a range. Ex: 5-10, not 7) How much energy will the spell consume?
VISUAL EFFECT How will the spell look like?
CASTING TIME How long does it take to charge the spell? (Your character does some kind of movement that takes some time)
DURATION OF SPELL How long does the spell last?
SPELL TARGET/RANGE What kind of stuff/people will the spell affect, and how large is the affected area?
How was the spell discovered/invented? Not necessary for \'small\' spells
LVL REQUIREMENTS What should the mage be to use the spell? (Ratings are: novice, apprentice, accepted, beginning mage, experienced mage, elder, legend)
ANY OTHER SPECIAL INFORMATION
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Originally posted by Xordan
NOOOOOOOOO.
lol :]
that would be the ultimate weapon vs dark mages.
Can u imagine? One shot from a high lvl white mage and bye bye all dark magic, then.....
Hmm... we can probably restrict this spell effect in the time. Or the spell can transfert white way into black way (during a long time). Another black spell will do the same.
And remember that spells with high casting time will not be so powerful in combat
Rework: (same but symetrical for Penitence)
Corruption:
Way: Black
Level: all
Mana cost: low
Casting time: high
Time: long
Transfert 75% of your white way in you black way. Your attack is increased but your defense lowered. Casting succes depends on (starts at 60%)
- your skills in black ways: +10% for each level.
- your skills in white ways: -10% for each level.
- your will: +1% for each stat point.
At high level, you can cast this spell on other mages. Casting success will depend of (starts at 40%)
- your skills in black ways: +10% for each level
- the target skills in white ways: -10% for each level
- your will: +1% for each stat point.
- your charisma: +1% for each stat point.
- the target will: -2% for each stat point.
Each time you cast this spell, you lose DEFINITELY 5% of your white skills.
And NO, this is not complicated :-p
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shadowcast
mana-low
preparation-exteremly short
as long as shadowcast lasts you may cast spells without others being able to tell that you are preparing a spell. Very high level mages may notice.
siphon
mana-medium
preparation-*
slowly siphons hp from the target to you. Does a check against target\'s will each time. if you get hit hard or the target wins a roll you stop siphoning
cloak of shadows
enchant clothing
mana-low-medium
preparation-upkeep spell
enchanted clothing increases the wearer\'s stealth. Only useable on clothing, not armor.
obfuscate
mana-low
preparation-medium-long
target object slowly fades from the view of everyone except the caster.
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Spell Name: Reverse Wind
Mana: Medium
Type: Mainly Combat
Effect: Reverses the wind, causing airborne projectiles to reverse direction, either completely or somewhat, and slows down flying creatures. This may also strenghten projectiles aimed on the side of the wind, as well as attacks by fire (on land).
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I think I had a little \"Reverse Wind\" the other night after that big bowl of Texas Chili....
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dont you mean a fireball as it was coming out?
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I can already imagine the house of a high-level mage.
His closet: \'godly powders\', \'deadly poisons\', rare ingredients\', \'big bowls of texan chili\' :D
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Originally posted by Vengeance
I think I had a little \"Reverse Wind\" the other night after that big bowl of Texas Chili....
lol \"Reverse Wind\"? after chilli? That sounds rather painful.
*envisions Vengeance puffing up with gas until he explodes
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*contemplates how the public would welcome the spell proposal: \"Gas of Vengeance\" :P:P*
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I\'d run away, just when I\'d hear that!
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I think it would be a cool spell :D ;) :P
But also one of the most dangerous.. And it has a nice ring to it: \"Gas of Vengeance\".. 8) :P
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*Raises eyebrow*
Apparently, Texas Chilli is a dangerous kind of food. Good to serve to your enemies, probably. Anyway...
Name: Creeping Darkness
Way: Dark
Mana: Moderately High
Type: Support
Effect: Creates a wave of darkness in all directions, leaving dark, spiderlike creatures in its wake. The dark spiderlike creatures then began to crawl to and up creatures nearby, and slowly drain stamina. Creatures with the dark spiderlike creatures on them suffer a small minus to every stat, such as strength and agility. Morale is deeply affected by the spiderlike things, and those without Will often flee. Certain creatures are immune to this spell, but the vast majority are not.
The dark wave spreads out, and recedes back into the place where it was first casted. It does small amounts of damage to creatures affected, and even then, only certain types of creatures are damaged. The key point of the spell would be the stamina/stats/morale drain.
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Looks like I am late for the chili cook off.
Spell
Glade of Summer
Spell Color: White
Mana cost: low
Cast time: fast
Level: high
Visuals: sends out rainbow colored sparks in a cone shaped pattern
Small area of effect spell that dispells Gas of Vengeance. Note: The Gas of Vengeance covers a larger area than the Glade of Summer spell. The caster will have to move about and recast several times to eliminate the effects of the Gas of Vengance spell. Typically 10 to 15 casts are needed per one Gas of Vengeance spell.
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Vine shield
Brown, low mana cost, medium cast time, medium level
Only works in wilderness areas(woods...). A caster-centered spell.
Vines entangle the caster fully, making him immobile, but more protected and hidden.
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OK people lets get to basics...
(1)SPELL NAME - Invisibilty
MANA USE - Medium
VISUAL EFFECT - You see yourself transparent other people can\'t.
CASTING TIME - (if you will have casting time) long
DURATION OF SPELL - Depending on your magic level 5 minutes per magic level...?
SPELL TARGET/RANGE - affects the caster.
(2)SPELL NAME - Mass Invisibilty
MANA USE - High
VISUAL EFFECT - You see yourself transparent other people can\'t.
CASTING TIME - (if you will have casting time) very long.
DURATION OF SPELL - Depending on your magic level 5 minutes per magic level...?
SPELL TARGET/RANGE - affects the caster and small area around him...but do we know who to make invisible and who not...only people from VIP list can be made invisible?
(3)SPELL NAME - Enhance Item
MANA USE - High
VISUAL EFFECT - A glow around an item cosen to be enhanced
CASTING TIME - (if you will have casting time) Long.
DURATION OF SPELL - Permament?
SPELL TARGET/RANGE - affects the item chosen.
SPECIAL FEATURES - The spell works only on unenhanced item taht have no special properties...there is chance of succeeding....10% at starters + 1% per magic level...if succesfull adds some magical property to the item (random) eg +10 Fire Damage or 5% Dark resistance...etc...if not succesful item is either destroyed or damaged (so economy wouldn\'t get a blow)...the higher your magic level the better the enhancement...
(4)SPELL NAME - Chaos Strike (Red Way)
MANA USE - Low Medium
VISUAL EFFECT - Black/White beam comes out of your...hand?
CASTING TIME - (if you will have casting time) Low
DURATION OF SPELL - Depending on your magic level...some damage per magic level.
SPELL TARGET/RANGE - affects the monster selected (1 only)
SPECIAL FEATURES - This spell is quite nice attck spell...does nice damage and there is a 5%? chance of something random happening to the selected monster, character...like slow him, or heal him, plus lots of other ones....there should be a % for each random thing as well...like healing should have real low % but causing additional ice damage higher...
(5)SPELL NAME - Mass Healing
MANA USE - HIgh Medium
VISUAL EFFECT - Some sparks/glow around people...
CASTING TIME - (if you will have casting time) Long.
DURATION OF SPELL - Permament. Whatever health points restored per magic level...
SPELL TARGET/RANGE - affects the caster and people around him...from VIP list?
(6)SPELL NAME - Bless
MANA USE - Low
VISUAL EFFECT - A cross appears above the character selected...
CASTING TIME - (if you will have casting time) Fast...
DURATION OF SPELL - Like 2 minutes per magic level...
SPELL TARGET/RANGE - affects the person/mob chosen...
SPECIAL FEATURES - The spell increase soemof your abilities or just makes you harder to hit....
More to come i just don\'t have time to write all of \'em...
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thechaos0, moust of your spells are supa-dupa classic... i think the devs are searching something original, somethin that no one has ever seen before.
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Originally posted by Crj
thechaos0, moust of your spells are supa-dupa classic... i think the devs are searching something original, somethin that no one has ever seen before.
True such spells exist in every RPG game but can you live without them? Ok let\'s just call them differently. Let\'s call invisibily...Blind Eye or something...anyways Chaos Strike is an original spell...well at least i never seen it before...
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Yeah, chaos strike is good. Invisbility could be... dunno, some races have infrared vision... but with mobs... well...
And bless... erm its a buff. Im sure the Devs have thought about that stuff already... well see. And i from what i herad the magic system could change up to 3 or even more times...
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I\'d like to see more summoning spells especially outsider versions like Demon, Devil or Planar, Solar summons . But that might be too much work for the devs.
ps-
Solars rock!!
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Focus
Mana use: High drains all mana
Visual effect a beam of blackness shoots of you and goes towards the sun/source of light and then a pure white light comes down and explodes on you
Use: If you want to die or if you want to kill some one without them accepting a fight then this is the spell for you when you cast it a giant explosion happens and kills you (doesn?t send you to the underworld it sends you to about 50 demon?s that you will have to kill before you can get out) it sends every one apart from you to the underworld.
Casting time: 1 min at most.
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8o
/me cast Focus with an alt char inside Cabal Guild house :D
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Originally posted by Luminar
I\'d like to see more summoning spells especially outsider versions like Demon, Devil or Planar, Solar summons . But that might be too much work for the devs.
ps-
Solars rock!!
Ye Baldur\'s Gate was and is the best isometric RPG!!! Took me ages to complete though...
Back to the topic...
OK instead of Invisibily i can offer
(1)SPELL NAME - Blind Eye
MANA USE - Medium
VISUAL EFFECT - You see yourself transparent other people can\'t.
CASTING TIME - (if you will have casting time) long
DURATION OF SPELL - Depending on your magic level 5 minutes per magic level...?
SPELL TARGET/RANGE - affects the caster.
SPECIAL FEATURES - It affects the minds of characters and mobs so they just doesn\'t nitice you...but on mindless creatures it will have no effect...ie Fire Elementals...or Golems....\'cos hey don\'t have minds...
(2)SPELL NAME - Phycic Shock/Wave
MANA USE - Low
VISUAL EFFECT - Sort of transparent waves coing out of your head.
CASTING TIME - (if you will have casting time) fast.
DURATION OF SPELL - Depending on your magic level.
SPELL TARGET/RANGE - affects the monster.
SPECIAL FEATURES: This spell affects the mind or the creature as well as causing damage can immobolise the target so some time...have no effect on mindless creatures.
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Back to the simplified version of spells. Or not.
...
And yes, this is the fifth (?) thread I revived from the dead. And I will not stop.
Spell Name: Spiritual Tornado
Way: Dark (?, I have not yet downloaded the game, so I am not sure which way it should be. Don\'t scream at me!)
Mana: Very High
Type: Combat/Support
Effect: Creates a dark tornado that sucks mana, drains morale, and slowly destroys the very existence of purely magical creatures. It lasts for about 30 seconds (real time), but its effects are potentially devastating. Also, all current magical effects slowly lose power, and some, if not strong enough, will be sucked in the tornado and vanish from the world altogether. In that area, anyway. There are guards against the Spiritual Tornado, but when they are not in place... woe open the victim, for they shall lose all magical benefits. The only drawback is that the caster will aslo lose their own mana, and all negative spells will also be weakened. This spell is usually used to severely weaken magic-oriented folk. When learned.
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*********************************
*CUSTOMIZABLE SPELL EFFECTS!!!!!!!!!!*
*********************************
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Spell Name: Meteor Storm (lol)
Way: much fire some Earth
Mana: All mana you heave
Type: Combat/BlockBuster
Effect: A real Meteor Storm comes with so much lag to kill your enemy and your connection :D
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Name: Group delusion
Effect: you turn invisible and 5 copies apear. they cant attack or move, but npcs will attack them first. 1 hit makes them dissapear, and when they are all gone you become visable.
Mana: low
Duration: fast
this is ment to alllow you a chance to escape from a lot of enemies when they all jump on you. also allows you a chance to attack, but if you do all the illusions dissapate.
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Dark poison:
Causes a numbness which eventually reaches the heart.
Eternal light:
Causes a light which fendes dark creatures away.
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Wow, talk about reopening an old thread... (!)
Well, while i\'m at it I may as well add my two cents
Confusion: causes attacker to start spinnng around a few times, coming to rest facing the opposite way from the player... this spell would also be used by monsters. (See my boggart idea in the big long monsters thread)
josePhoenix
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Name: Transfer
MANA USE: High
VISUAL EFFECT: A beam of light emerges from the target and hits you.
CASTING TIME: High
DURATION OF SPELL: N/A
SPELL TARGET/RANGE: this only affects mobs at mid range
LVL REQUIREMENT: experienced mage
ANY OTHER SPECIAL INFORMATION
It transfers one of the mobs abilities to you as a spell
i.e.
If you took fire breath from a mob you would have the spell fire breath
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Well, since you have to combine glyphs and such to make a spell, instead of \"point\'n\'drool\" that wouldn\'t work very well... maybe you can \"extract\" a glyph based on the monster type? Uber-Water-Fish-Thing would give you a blue(?) way glyph, and EarthGolem of mightiness would give you a brown way glyph, etc.
josePhoenix
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Name: Laser
MANA USE: Very High
VISUAL EFFECT: an even number of mages stand in a circle casting the spell, when it is ready a final mage steps into the middle creating a huge beam of light which is pointed in whatever direction the final mage chouses.
CASTING TIME: Very High
DURATION OF SPELL: instantanious.
SPELL TARGET/RANGE: Affects all things (excluding allied* players) for miggle range.
LVL REQUIREMENT: experienced mage
ANY OTHER SPECIAL INFORMATION
deals huga amounts of damage, drains stamina and a lot of HP
* An allied player is someone who you cannot attack normaly.
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Now, here are two ideas:
1) Access Artist\'s Reality
(this I have described here
http://www.planeshift3d.com/wbboard/thread.php?threadid=9745&boardid=11&sid=aede95ef3ac9bb9a7bfdecf6494eeb46&page=1#12
it\'s taken from the game \"Deathgate\", but I haven\'t seen it anywhere else. It\'s known as \"Create reality Pocket\" there.)
Description: Lets you enter images like landscapes or gives llife to images that depict only a creature, not a scene.
Use to hide stuff ond yourself, transport heavy / lots of stuff, virtual marketplace, etc..
Doesn\'t allow stuff to be taken out of the image that wasn\'t put in (i.e., you can\'t paint a pile of tria and then take it out), because the realism is what the painting is like, i.e. if you can barely draw a tree, when entering the image, the tree will still look that way, just be \"real\". A photo or highly detailed, colored hologram wouldn\'t work at all because it wasn\'t created by an artist but by a machine.
Stuff you put in is visible afterwards unless it\'s hidden inside the image reality itself
Mana cost: medium
Duration: one enter / exit cycle or 5 minutes of not entering, exiting is possible anytime, whichever is lower
Requires experienced mage
2) Beacon of guidance
Descr.: Creates a beam of light that is directed to the target creature or to the sky. Doesn\'t do anything else but can be used to get you found if ou\'re in danger or need someone to find you. Maybe only visible by target unless otherwise intended and then requires much more mana.
Duration: long
Mana cost: medium
Requires medium level mage
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Repulsion
Way: Crystal ?
Mana: About 5-10 Since this spell doesnt damage.
Effect: You cast a sonic wave around you that throws all players and monsters away from you. No damage
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sonic Shield
Way: Crystal ?
Mana: About 10-30
Effect: Keeps all monsters and players at distance from you. (= You cant approache the mage for some time)
No damage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tame or Electroshock
Way: Brown
Mana: About 5-15 Multiple attacks needed to tame.
Effect: Tames a monster to help you in combat. Max ammount of tamable monsters is 3.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Earthworm Strike
Way: Dark/Red
Effect: Huge worm appears from underground that attack once the enemy, and dissapears again.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dragons Wraith
Way: Red
Effect: A huge dragons appears in the sky that cast upto 10 powerfull fireballs (number of fireballs depends on mana put in) and then dissapears in the sky again.
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Hades strike
Way: Red
Effect: Lots of swords enchanted with fire fall from the sky on the enemy.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thats it for now, hope you like them :]
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Name: Glyph Drain
MANA USE: Very High (Uses up all mana+Glyphs)
VISUAL EFFECT: blue light emerges from both you and the target draining all the Glyphs and mana from both players.
CASTING TIME: High
DURATION OF SPELL: N/A
SPELL TARGET/RANGE: this only affects PCs and spellcasting NPCs at mid range
LVL REQUIREMENT: experienced mage
ANY OTHER SPECIAL INFORMATION
none
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Originally posted by Xalthar
I think it would be a cool spell :D ;) :P
But also one of the most dangerous.. And it has a nice ring to it: \"Gas of Vengeance\".. 8) :P
*thinks of the thread called \"gas harvesting\"...* :D
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Id like to see a spell that allows any race to breathe underwater temporarily (maybe an air bubble around ones head?) and if you try and put more power into it, its effect is longer or is permanent.
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spell name: Piercing Eyes
spell description: gives u temporary ability to see into enemy\'s mind; letting you predict its moves and read its mind. thus giving you significant defense and agility bonuses.
mag lvl: med-high
restrictions: ?? (perhaps only to the human type chars. soz i forgot the name.)
graphic effect: on screen, a beam of light from you shoots at enemy, creating a quick and small explosion of light, and maybe a temporary transparance of creatur\'s outer layer.
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Spell name: Summon creature
Spell description: Summons a monster or a creature to fight by your side. but keep in mind that there can only be an limited amount of monsters summoned by your side
magic level: Depends on what type of creature or monster you want to summon.
restrictions: none.
Graphic effect: A light falls down from the sky and a ring of light flashes everyone near. and after the flash the monster or creature u summoned is there.
BTW sorry if i brought the thread up from the dead
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Name: Arboreal Infection
Mana Usage: Soso/per second in use
Effect: Branches will begin to grow from the victim, slowly turning their body into wood. Victim will become slower in movement, have a higher defense to melee attacks, and grow an extreme vulnerability to fire.
Duration: As long as the caster wills it to be, or until their mana is run dry.
Target: Any creature of flesh. May only cause Krans to grow moss, but thats about it.
(Rawr! This post is back from the dead! Do I smell a sticky?)
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NAME: Energy Sword
MANA: Depends... see below...
EFFECT: Creates one of four varieties of swords to fight with with five levels of power,
Level, Size, Durability, Aura, Shield, Mana
1, Short, Weak, none, none, 1 min
2, Medium, Weak, none, none, 2.5 minutes
3, Medium, Norm, weak magical aura, none, Mana controlled
4, Long, Powerfull, Sword, medium magical Aura, Arm Shield, Mana Controlled
5, Long, Powerfull, Strong Magical Aura, Arm and Half-Chest Shielding, Damage Mana Controlled
The sword varieties,
Dark: A dark sword created by an evil player... (Dark Soul)
Blue: A Blue sword created be a working player... (Normal Soul)
Green: A Green Sword Created by an adventurer of many secrets... (Warrior Soul)
Light: A Shinig Sword created by a purified soul of all evil... (Sinless Soul)
LOOKS: It is basicly a half transperent sword that shines Green, Blue, Pure light or takes away light. The sword does not have a texture, it is just like a sword of glass that shines or takes away light.
AURA: Aura is the light... the aura also may scare some monsters away and give an advantage agains other monsters...
Questions? Comments?
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Dark: A dark sword created by an evil player... (Dark Soul)
Blue: A Blue sword created be a working player... (Normal Soul)
Green: A Green Sword Created by an adventurer of many secrets... (Warrior Soul)
Light: A Shinig Sword created by a purified soul of all evil... (Sinless Soul)
Errrr.... Xero, just out of curiousity, are you familiar with the Ways?
Sounds like you\'re making lightsabers....
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I hate star wars!!!!! Never mention light sebers again
The Energey Sword does not look like a light saber, it looks like a sword, here is a representation,
0 = EMPTY SPACE (It wont show empty spaces otherwise )-8 )
SMALL HANDLE
00000000000II
:----------II
:----------II
00000000000II
MEDIUM HANDLE
0000000000000II
:------------II
:------------II
0000000000000II
LARGE HANDLE
00000000000//\\
:_________//
:_________II
:000000000\\\\
00000000000\\\\/
SMALL BLADE
_________________________
_________________________\\
_________________________/
MEDIUM BLADE
0________________________________
--00______________________________\\
--________________________________/
LARGE BLADE
000________________________________________
---00 ______________________________________\\
--- ________________________________________/
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The original proposal doesn\'t sound like lightsabers to me. It\'s like the \"spiritual hammer\" (or whatever it\'s called) of BG. I like this idea, we could extend it to other weapons, even ranged ones! It\'d be cool, but should be either hard to do (like require extremely experienced mage) or have severe backdraws (like hight mana cost). Otherwise, everyone will use it, which would take any coolness out of it. Sadly we don\'t have alignment, because it could be used to make the color, so that everyone would see what kind you are :)
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ROFL! I know what a damn sword looks like, but making a weapon that glows in different colors just screams out LIGHTSABERS.
And for the record, I beleive using magic of the ways to enhance current weapons has already been proposed. Lets completely skip out on the glowing idea though, its not very good to have a bright green sword glowing while you are trying to hide, plus it looks lame. Maybe you should have runes imprinted or branded on the blades instead?
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The way I read the proposal was to temporarily create a sword, not to enhance one. Having them glow doesn\'t look stupid IMO. I liked the flaming / acid dripping swords in NWN. 8)
If the glow will actually give light it\'ll have a light radius and thus you\'d need to consider that it\'ll spoil your cover, which would be a good thing IMO.
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Originally posted by Seytra
The way I read the proposal was to temporarily create a sword, not to enhance one.
Exactly, so why create swords of pure energy if you can just enhance a regular sword? I beleive that swords should only be made by means of forgery. Creating iron and steel out of thin air by means of magic is obnoxious IMFO.
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Originally posted by Olig
Originally posted by Seytra
The way I read the proposal was to temporarily create a sword, not to enhance one.
Exactly, so why create swords of pure energy if you can just enhance a regular sword? I beleive that swords should only be made by means of forgery. Creating iron and steel out of thin air by means of magic is obnoxious IMFO.
I think it\'s not creating steel or anything, it\'s just creating something that has the form of a sword, but that in fact is an area of energy that has is sharp, hard and can be wielded. It doesn\'t have any weight, thugh. Anyway, it may be superfluous to create a sword alternative by magic, unless it\'d have distinct advantages over anything magically enhanced, using the same effort. For this, the zero mass aspect seems to be such a property, but it might still be more easy to just magically remove mass.
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Magicly inchancing a weapon?! No... Here is why,
Magicly enchance a sword: Requires sword + mana (Money is required to buy a sword)
Magicly create a sword: Requires mana
Hmmmm... you do not like the light idea... how about translucet magical smoke? Like the Doomgards have in Warcraft 3...
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I think you guys missed quite a few points here...
These \'swords\' are a manifestation of arcane energy into the shape of a sword... when the spell duration is up, the \'sword\' is gone, got it?
I can only refer to you any TSR computer game... Baldur\'s Gate 1 and 2, PlaneScape Torment, Neverwinter Nights... The spell Magic Hammer, or Flaming Sword would apply best in the former, but in the latter, there are many spells to create temporary magical weapons, Magical Weapon seems the most obvious.
This is not crafting, it is summoning... The sword is tangible summoned energy.
Also, these in no way resemble lightsabers to me, an avid Star Wars fan. If you want to see glowing weapons, go out and get Dungeon Siege, an enjoyable hack\'n\'slash RPG from Microsoft (yeah I know...) Just think of it as pure energy, that takes tangible form as a colourful crystal weapon. That\'s how I see this sword.
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Originally posted by Adeli
I can only refer to you any TSR computer game... Baldur\'s Gate 1 and 2, PlaneScape Torment, Neverwinter Nights... The spell Magic Hammer, or Flaming Sword would apply best in the former, but in the latter, there are many spells to create temporary magical weapons, Magical Weapon seems the most obvious.
This is not crafting, it is summoning... The sword is tangible summoned energy.
Also, these in no way resemble lightsabers to me, an avid Star Wars fan. If you want to see glowing weapons, go out and get Dungeon Siege, an enjoyable hack\'n\'slash RPG from Microsoft (yeah I know...) Just think of it as pure energy, that takes tangible form as a colourful crystal weapon. That\'s how I see this sword.
You kind of re-enforced my opinion, that we should not have these created weapons, because all these other RPG\'s have these \"magical weapons\" and not many have the magical enhancements to tangible ones. Planeshift is aiming to become a very original RPG (that explains why dragons or skeletons will never exist in the Yliakum).
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Well, your opinion was not based on originality actually...
Exactly, so why create swords of pure energy if you can just enhance a regular sword?
This does not say \"It\'s unoriginal so no\"
I have a post somewhere saying no rpg will ever be completely original... do you know how many concepts D&D has spawned? It\'s all been done before.
So if you want things that have never been done before... I think you may just have to not play anything, ever...
And as for the quote above... what if you don\'t have a sword? Create one...
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First off, my opinion was that we SHOULD NOT have these weapons, not particularly why. I said that you RE-ENFORCED my opinion by saying that lots of other games already have this, another reason why we should not have these weapons. Its true that we will never truely have an original rpg, but at least magical enhancements are WAY more original than having \"I want a magic dark sword made of magic with damage ratio 150-500 so I can be a l33t death knight dragonwarrior! *POOF glowy glowy glowy* Thanks!\"***
***don\'t act like you don\'t know what I\'m talking about here.
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I like glowing things, so obviously I like glowing swords as well. I don\'t actually mind it being not entirely original, since I\'d say elves are far less original :)
Anyway, it\'d be a spell just like fireball or whatever, so it\'s gone when it\'s up, as has been said, so there\'d still be a distinct advantage to having a permanent sword. Magicly enhancing one is far more common when I think about it, just remember all these \"sword+1\" things in D&D... Anyway, a magic enhancement should only start at a high level, and be a great enhancement (sword+10 or sth. like this, and it should never be called something lame like this!). And maybe the runes on the sword would glow *still likes glowing things*.
And no, I don\'t actually know what you\'re talking about, except that it sounds like criticism of bringing alien :P concepts (like Doom Knights or whatever) to PS, which is something I strongly oppose as well. I think it\'s stupid to try to fabricate some sort of strange backstory to then say \"I\'m in fact a Death Knight\". This is unoriginal.
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Reverse Gravity :P
Mana: A lot
Effect: Wel, that should be obvious
Duration: Around 5secs
Range: Caster self
Visial Effect: Falling into the Sky
Requirments: Very Expierenced Mage
I don\'t even know if this is possible, but wel...
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Originally posted by Waylayen
Reverse Gravity :P
Mana: A lot
Effect: Wel, that should be obvious
Duration: Around 5secs
Range: Caster self
Visial Effect: Falling into the Sky
Requirments: Very Expierenced Mage
I don\'t even know if this is possible, but wel...
It certainly is possible, I\'d say with only minor coding effort.
Anyway, how about casting this on someone else to make them fall into the sky (thus killing them either by the ceiling of the cave, the heat of the crystal or the lack of air)? Could be good indoors as well as distracion.
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I like this gravity idea, but agree with Seytra it should be localised on a person, not an area effect, that would likely kill you too...
I used to play Counter-Strike a lot, and at my local LAN when bored, I\'d lower the gravity to almost nothing, then when people jump, and are really high up, boost it to like ten times normal... and watch them go splat.
Whenever we hosted a game we\'d do this, it was quite amusing, until it happened to you.
Olig: You think enhancements are more original? I do not agree with this at all, and I\'d agree with Seytra again on this one, they are far less original than a summoned weapon. Almost all RPGs include an option to enhance weapons/armour...
I also agree with Seytra one two more points...
1) Weapons that are enhanced should be high level (thus requiring high skill)
2) Glowing things are cool.
***don\'t act like you don\'t know what I\'m talking about here.
Quite the attitude, in fact I have no idea what you are talking about... summoned blades are usually quite weak, and are intended to be a quick fix when one is weaponless, or they affect a certain type of foe only (such as demons, which IMO is logical.)
\"l33t death knight dragonwarrior\" Quite the title... do you guys realise.. that people who err... speak? like this... are mocking other people, noone seriously uses 1337 speak any more (unless they are new and think that is how gamers communicate, not realising they are being mocked)... I know as I have played many games online.
To make this post useful I have a spell suggestion.
I don\'t recall anything like it, sorry if there is.
Name: Nova Shield (it\'s a working name, seems logical to me)
Way: Crystal (Crystal is associated with healing/protection and highly damaging spells)
Mana usage: Extremely high, continues to drain mana for the duration of the spell.
Difficulty: Also extremely high, only highly accomplished arcane spellcasters can successfully cast it.
Duration: This shield lasts for an hour of game time and is unleashed immediately after that hour runs out.
Effect: Creates a shield of energy around the caster, which absorbs arcane energy cast at the caster. While this shield is up, the caster can function as normal, but due to the barrier, can not cast spells. He may attack with a weapon, the barrier only stops magic. Once the spell duration is over, the energy absorbed is released in a powerful attack, equal to the damage of all absorbed spells combined. A devastating blast of energy races towards your current foe, if you are not engaged in battle... the energy dissipates in the air.
This way I was able to balance immense power with the handicap of no spells for an hour after the shield is cast.
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Originally posted by Seytra It certainly is possible, I\'d say with only minor coding effort.
Anyway, how about casting this on someone else to make them fall into the sky (thus killing them either by the ceiling of the cave, the heat of the crystal or the lack of air)? Could be good indoors as well as distracion.
Originally posted by Adeli
I like this gravity idea, but agree with Seytra it should be localised on a person, not an area effect, that would likely kill you too...
Oke, so then it would be like this:
Reverse Gravity
Mana: A lot
Effect: The object targeted will fall up, falling into the sky or against the roof. The object gains normal falling damage, that means that if you would be hanging on the roof and fall to the floor and gain, lets say, 10 falling damage, that when you get hit by the spell you would get 20 falling damage (10 for falling upto the roof, 10 for falling back to the ground.)
If you reach the roof you will be dazed by the fall and hardy be able to move (or not al all. I think this should be a smart thing to do, or else the target could aim his fall at the caster, and hit him when he falls.)
Duration: Around 5secs
Range: 1 target
Visial Effect: Falling into the Sky
Requirments:Expierenced Mage (Changed from Very Expierenced Mage)
I don\'t think it should be an Instant Death effect, as it only lasts for 5 seconds. That shouldn\'t be enought time to trow you in the crystal. And it\'s only the power of the gravity that makes you fall, not some extra power produced by the spell, so I think it should be normal falling damage. I don\'t know the way the magic works in the game, but people shouldn\'t be able to use it often.
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but wouldnt the damage be higher the further up they fall?
I mean lets say i use this spell on someone and they fly for 5 seconds really high up in the air and then come crashing back. wouldnt they atleast brake a bone or something?
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If they fall 5 secs up and then 5 secs down, they\'ll probably be death. 5 second can be very long. But it should just be damage, no Instant Death. Thats the way i look at it.
The damage will then also be higher the further they fall, if the target falls to a 1 meter high roof, they wil get less damage then when they fall to a 3 meter high roof.
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NAME:Spiritual Fire Dragon
EFFECT:Using all you mana and half of your life force you have the ability to summon a partner AI Spirit dragon.
DESCRIPTION: The dragons come in six varieties (see below) and are trully loyal to you and only you. They assist you in battleas well as in many other ways. If the dragon is killed a little ball apeares insted of the dragon and drains your mana, when enoth mana is drained the dargon reincarnates. The dragon can: attack your anemies, serve as a shield, give light, powerup your weapons and stuff, and make you look cool. The dragons do not have wings, arms or legs. They look like a snakes exept that they are engulfed in spiritual flames. The dragon sits on your shoulder, follows you closely behind, or is wraped around your arm.
THE DRAGON VARIETIES,
Fire Dragon: basic dragon emulating basic fire... very deadly against cold loving critters...
Artic Fire Dragon: this dragon has super cold fire... Ice colored... very deadly against heat loving critters...
Light Fire Dragon: This dragon is made out of light... And
gives the biggest light radious of all... very deadly against dark critters...
Dark fire dragon: A dragon made out of pure evil darkness... takes oway light from others... very deadly agains light critters...
Blue Fire Dragon: Yeah blue fire... more powerfull against flying critters as well as water critters...
Green Fire Dragon: Green... more powerfull against land units...
ATTACKS // SPELLS,
NOTE: The dragon can do little of these when anew but as growing with experience more of these are unlocked and exchanced.
Regenarate: The player has faster rates of regenerating his mana and health. Red and Artic fire have enchanced versions of these.
Light // Take Light: Light Fire/Fire/Blue Fire/Green Fire generate light when it is night time. Dark Light takes away a perscentage of light from the surrounding units.
Enchance: Gives a small boost to speed/reflex/power of the player during combat.
DeSpell: Diverts the magic power of an enemy unit.
Fire Breath: Attacks with it\'s fire. (Short range). Light and Dark
Shield: Creates an invisible barier between the enemy and the player. (Long range attacks only)
Weapon Echance: Enchances the durability of the weapon. (Not really use full)
Shield Enchance: Enchances the shields durabilty.
Swirl Fire: Enchanced wersion of the fire breath which lets out fire swirling tawrd you.
War cry: Lets out a cry that spooks away some critters and reverals hidden units.
Faint attack: The dragon knocks the spirit out of the enemies body thus allowing you to attack freely for some time.
Fire Ball: Explains itself... (long range)
Fire Tornados (Ultimate #3): Releases a few tornadoes made out of fire which are basicly very deadly...
Extra Summon (Ultimate #2): Allows you to summon a second spirit dragon... (Just think about it)
Fuse (ULTIMATE): The dragon fuses with you which basicly gives you a vey high enchancement to everything. It is basicly an enchanced combination of all other dragon spells. Gives you the abilty to make the dragon charge madly at the enemy (only once per battle) while using all the firy power. (Deadly)
It will take insane amounts of experience to reach the ultimate. The dragon casts all these spells whenever it thinks is the right moment.
Comments? Suggestions?
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No dragons...
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Nope, no dragons Xero. I mentioned it before. Plus, I beleive that there has been a thread on Familiars before.
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No summonin\' dragons?!
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Errrrrr...
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Well from my description it looks like a snake more then a dragon... soo...
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How about changing the face to look more like that of a snake with 3 eyes (one in the middle of the lobe)...
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And the name will be a Spirit Guardian! Perfect! (-8
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Awfully complex, I vote that you code it...
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Ok, Here is one for the Crystal way:
Name: Lightning Heal
Mana usage (in a range): exponential depending on how skilled you are & it has a long range (depending on how skilled you are) for advanced crystal healers...
Effect: Heals You (somewhat) & whatever you cast it on (mostly) in Normal Areas & (For some strange reason) damages you (somewhat) & whatever you attack (mostly) when you are in the Death Realm.
Other details needed: Summons a white cloud cloud in Normal places that rains over your head with somewhat healing rain & Strikes a bolt of lightning @ whatever your target is. in Death Realm: Summons a Dark cloud & rains poison rain on you (somewhat) & strikes your target with a damaging dark lightning bolt. (some people say that it is effected by the atmosphere so it can be more effective during a storm)
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Here, I came up with some new ideas :)
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Hell Blow**
Creates a huge explosion of fire around the caster damaging everything in a diameter of 10m+ depeding on mana input. (this also consumes caster\'s health !)
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Energy Beam*
You cast a huge energy beam from your hands, and everything it touches gets damaged twice. (beams size begin with 10 meters, goes upto 100m depeding on mana input)
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Cold Energy**
You cast a powerfull blue energy ray from your hands (or staff) that damages and freezes (paralizes) the target during 4sec + depending on mana input.
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Hells Energy***
You cast a powerfull red energy ray from your hands (or staff) that constantly damages your enemy and consumes mana untill you stop casting.
p.s. this should be a cool spell :D
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Drain LifeForce*
The spell drains targets health at a close distance. The ammount of health it steals depends on mana input.
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Vulcano Fire*
Flames appear from the ground and attack the enemy.
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Elemental Reflector Shield**
Every magical attack of that element from the target gets reflected back to the target. (eg. Fire ReflectorShield reflects all fire attacks ... but you cant use fire attacks either, or they will be reflected on yourself). This will give a good strategic aspect to the game, cos if you know some one is good at one element, you can raise your reflector lvl to stand a chance against his elemental attacks. (so know your enemy ;) )
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Mass teleportation**
Ability to teleport anyone in your group/party to your self, or teleport yourself to a group/party member.
This is gonna be used very often I believe o_O
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Aurora Strike***
Several energy balls looking like falling comets (blue ones) strike the target !
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>O< like that :]
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Spell LVLs:
*= Newbie/Begginer
** = Average player
***= Experienced player
Where I say it depends on mana input may also be spells lvl (if theres such thing) or something else like magic skill lvl.
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some of the spells are off of a game called Pool of Radince for exsample Bulls Strength , just wanted to tell u guys that lol,
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Isolis, Bull\'s Strength is from D&D... PoR is just using the D&D core rules.
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Name: ShockWave Blow
Description: Your fist light up in white fire and you hit the ground thus creating a shockwave which dazes* and damages enemies near you
Levels:
L1) Near range, Light daze, little damage
L2) Normal range, Medium daze, little damage
L3) Normal Range, Medium daze, medium damage, adds white firelike mana to the attack which drains the enemies mana
L4) Medium range, High daze, High Damage, drains mana
L5) Far range, High Daze, High Damage, Drains Mana, Dispells enemie\'s magic
Name:Summon Elemental**
Description: Summons an elemenatl to serve you.
Levels,
NOTE: A player can choose to summon any power elemental, the spell levels just unlock ability to summon powerfull elementals
L1) Weak elemental (30 sec wait)
L2) Not soo weak elemental (30 sec wait)
L3) Ok elemental (45 sec wait)
L4) Medium power elemental (45 sec wait)
L5) Medium-High power elemetal (1 min wait)
L6) High power elemental (1 min wait)
L7) Ultimate power elemetal (5 min)
L6) All of the above just 1 sec summoning time
Name: Controll Creep***
Description: Allows you to convert monsters to be your slaves
Levels: The higher the level the the higher level creeps you can controll
* - When Dazed players should get blurry vison, whacky camera movement, and slow movement
** - I can give ya some pics (-8
*** - a creep is a monster
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Originally posted by Adeli
Isolis, Bull\'s Strength is from D&D... PoR is just using the D&D core rules.
oic, well thanks for tellin me =)
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Name: Nauseous Ossation
Effect: With a few chants of spell and a light clap of the hands, an awful pink colored orb surrounds the spellcaster, originating from thier hands, and expanding out very quickly by about 20 feet before disseminating in an instant. Any un-friendlies who were touched by the orb will be overwhelmed with sickening weakness, causing them to be dizzy and disorientated for a few minutes. This will make the unfriendlies open for attack or allow for a quick escape.
Mana: This spell will require a high percentage of the spellcaster\'s mana to avoid spamming, since this is a last-ditch move. I\'d say it would take up 60%.
Duration: Instant. The effect on others will last a few minutes depending on the victim\'s magic defense vs the spellcaster\'s magical strength.
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Olig, I like this, but I think the orb should spin really fast, and it should be called: Nauseous Oscillation... but it\'s yours not mine, so it\'s all good. Nice spell.
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/me casts revival on this thread, then casts azure way spells on everyone to make sure they forget that Niavard wields the blue way, and thus can cast neither crystal nor azure way spells (if you want to complain about thread reviving, keep in mind that this isn\'t a discussion thread, and I\'d get flamed if I created a new one).
My personal spell ideas:
Suggested name(s): Exhaustion or Energy purge.
Way(s): Mainly the blue way, slightly azure.
Effect: Drawing upon the powers of purification, skilled wielders of the blue way are capable of Purging the blood of their targets of Oxygen, leaving them exhausted, gasping for breath as their lungs try to recover the Oxygen so their muscles can begin working again (this does not work on krans as they don\'t have the same kind of blood as the other races have).
\"Mathematical\" Effects: The target\'s muscles simply stop working without oxygen, and the the target collapses on the ground, unable to move for a few seconds, and when this period is over, the target has minimum physical stamina as well as slightly less mental.
Suggested Glyph(s): Purification and Air (maybe I shouldn\'t post it here, but it seems fairly obvious anyway, and most powerlevelers don\'t read this thread).
Range: Touch range, the caster has too touch whoever he/she/it wants to collapse on the ground, gasping for breath.
Interruptible by: Moving out of the range of the target and getting hit, moving after the target does not interrupt this spell.
Duration: about 10-15 seconds unability to move, and then the time it takes for the target to regenerate full stamina.
Dweomer cost: Medium.
Required skill: Medium-High blue way and Basic azure.
Casting time: Short-Medium.
Allowed targets: Biological creatures who Breathe and have blood (not Krans and the like).
Story: None...
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Suggested name(S): Prediction
Way(s): Only Blue.
Effect: Blue wayers who have become adept at Divination can use this skill to predict the movements of an object/person in the coming few seconds, giving them time to react before something actually happens, people who mix the blue way with weapons during combat (such as blue way wielding arcane order spellswords) often use this spell to greatly increase their chances of parrying blows from their enemies.
\"Mathematical\" effects: when cast upon an enemy, the caster gets to roll wether or not he/she/it predicts that particular move everytime the creature attacks the caster, if succesful, the caster gets a greatly increased chance of dodging or parrying that particular blow, if unsuccesfull, the caster gets a slightly decreased chance of dodging or parrying the blow, the chance of being succefull in predicting depends on the caster\'s abilites and the enemy\'s magic resistance, but it should always be fairly high so that the spell only becomes a disadvantage in rare cases.
Suggested Glyphs: Divination and Creature? besides from divination this one is hard to decide...
Duration: Medium.
Range: Short-Medium.
Interruptible by: Moving, getting out of range and getting hit while casting, dispelling or waiting for the duration to run out after the spell has been cast.
Dweomer cost: Medium-High.
Required skill: High blue way skill (well, and obviously intelligence) is all that is required to cast this particular spell.
Casting time: Medium.
Allowed Targets: enemies, One has to roleplay outside combat usage, since the game can\'t predict what the players are going to do in the next few seconds.
Story: In the early days of the Arcane order\'s spellswords, most of them wielded the red or crystal ways, as they were useful for crushing their enemies or healing their wounds in the midst of fray, very few used the blue way as it was very hard to use in the stress of battles, divination was only possible to use more long term and when it came to killing the enemies, the red and crystal ways tended to be superior to the water element and the chilling powers of the blue way.
A few of them wielded the azure way and used it to try to read the mind of their enemies and thus predict their future moves, but it was often very hard since the stress of battle caused the enemies minds to become chaotic and hard to read, and the more skilled enemies fought more with reflexes than with actual though and planning of every blow, there was also the posibility of the enemy changing their minds and dealing an unexcpected blow.
When A Loremaster of the Arcane Order (I may add a name later, I suck at coming up with names though) managed to use use divination alot more short-termed, a few spellswords compared it to the mind reading of the azure way, and despite that the stress problem remained, many thought the method superior to the many problems of the mind reading of the azure way, at least to those who could keep themself calm during battle.
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Suggested name(S): Mental chaos or Mental disorder
Way(s): The Azure way
Effect: Reading and taking control of minds are very effective ways to defeat most enemies - but against mages with mental capabilities (will) above the average, they are too easy to fend off - a much more effective way of dealing with these is to simply cause as much havoc to the targets mind as possible rather than trying to achieve a more specific mental assualt such as mind control, as random mental destruction is much harder to stop.
\"Mathematical\" effects: removes 50-90% of the targets mental stamina, the target only has half the normal chance of resisting the spell.
Suggested Glyphs: mind and chaos, possibly entropy as well.
Duration: instantaneous
Range: short-medium.
Interruptible by: moving, getting hit and getting out of range (while the spell is being cast)
Dweomer cost: medium
Required skill: medium azure way
Casting time: low-medium
Allowed Targets: thinking enemies.
Story:none that I\'ve thought of
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Suggested name(S): Mental void / Emotionall void
Way(s): dark and azure
Effect: This dark spell purges the targets mind of feelings, leaving it without empathy and only with cold logic left.
\"Mathematical\" effects: this spell improves the targets ability with the dark (40-50%), blue (30-40%) and brown (20-30%) ways while decreasing its ability with the crystal (40-50%) red (30-40%) and azure (20-30%) ways, the spell also makes mind control of the target slightly easier, the target can choose to try to resist or not, if it tries to it has double the normal chance to resist the spell.
Suggested Glyphs: mind, purify and darkness.
Duration: medium-long
Range: touch range
Interruptible by: getting hit while casting, getting out of range while casting.
Dweomer cost: medium-high
Required skill: medium azure way, high dark way
Casting time: medium
Allowed Targets: everyone
Story: haven\'t thought of any
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Suggested name(S): (six spells at once) crystal dweomer emination, blue dweomer emination, brown dweomer emination, dark dweomer emination, red dweomer emination and azure dweomer emination. (possibly only \"blue emination, dark emination\", etc)
Way(s): all the spells require their respective way, and the crystal way.
Effect: wielders of all ways can quite easily cause their way to eminate from them, making users of divination see it, this has the useful side effect that it hides other spells that would normally have been detected by divination spells.
\"Mathematical\" effects: makes all divination spells cast on the caster twice as hard, if the divination spell fails but would have suceeded otherwise, the caster of the divination spell just gets to hear that is using buffs of the particular way.
Suggested Glyphs: crystal and light for crystal (would be better if it only was light, but that one is already busy) water and light for blue, earth and light for brown, negative and light for dark (darkness and light seems a little weird) fire and light for red, air and light for azure
Duration: long
Range: only self allowed
Interruptible by: getting hit, moving
Dweomer cost: low
Required skill: basic crystal for crystal, basic blue and basic crystal for blue, basic brown and basic crystal for brown, low dark and low crystal for crystal (the dark way is about the opposite of eminating and thus is slightly harder) basic red and basic crystal for red, basic azure and basic crystal for azure.
Casting time: low
Allowed Targets: only self allowed
Story: wielders of the dark way have often been suspiciously thought of and disliked by many, seeing as how the spells are about using the dead and draining life from people, learning one of these spells was quite common in the times of the worst witchhunts against dark wayers, so that they could use it to hide their natural emination of the dark way.
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(at last a non-combat spell)
Suggested name(s): Dweomer Label
Way(s): Crystal.
Effect: It is possible to leave \"patterns\" of magical emination on objects, so that wielders of divination can read hidden messages.
\"Mathematical\" Effects: Allows the caster to put a label on an object, the label can then be read by anyone casting a divination spell on the object.
Suggested Glyph(s): Light and Object.
Range: Medium-long
Interruptible by: Moving out of the range of the target and getting hit.
Duration: Permament (until dispelled)
Dweomer cost: Tiny
Required skill: Basic crystal
Casting time: Short.
Allowed targets: Objects.
Story: -
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How about a spell that affects you and ur friends on you friends list thing
Name: Empower
Type: light
Range: effects only you and ur friends
Mana: medium (reduces when u have a higher magic lvl)
Time to Cast: Instant
Duration: 10mins (in the event ur friends are logged out the instant they log back in the magic is activated on them)
Visual: A white firery substance encovers the players caracter
Effect: increases Damage dealt by both melee and magic, decreses mana used by spells and reduces damage received
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Yes spells are good.
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hee hee i did nopt see this topic well here is my spell ideas and sorry if i\'m repeating anyones and the setting out is different too so sorry. i posted his in another topic thats why its qouted
Originally posted by Hirato
basics i ahev a few ideas for spell changes (lower for new spells)
1 summon missile : migth i suggest that this name is changed to magic arrow. or duplicate and make this one place a certain amount of arrows in your inv
2 fire blast (i think): migt it have a range effect sicne the anim says it explodes on impact
3 rock armor : migth i sugeest that it makes your character a bit darker add a bit of stats whiel ti lasts (he is partially turned into a golem.
ideas for new spells
1 poison arrow : (the summon missile anim in 3.009 is perfect for it) basically it does the same thign as summon missile but has after effect stuff too base will be 2 weaknesses cast at once sucesfully. (glyph idea so far 1 arrow 2 weakness) type dark
2 disarm ; basically knocks a weapon out fo your hand. and to be fair in duels and such. i have the idea that the weapon will return to you ocne the duel is over or the enemy is defeated that cast the spell on you. and you will have a bette chance to save if you have a lot of strength chance gets better at 120+ strength)(arrow (does no damage) 3 wind (arrow to shoot it and wind to knock it out of your hand) type azure
3 teleport will teleport you to a certain coordinates which you will need to supply. which would be handy if you had a map. (glyphs many air presumambly 4) type azure
4 turn undead: will resurrect a creature at the rate of 1 mana a second and while this spell is active mana wont recharge. also all units will be undead so either skeletons zombies vampires ghouls mummies ( if you can find some toilet paper) spirits if your vhar has 1-8 dark magic. gylphs = many dark ones. type dark
5 dispell = undoes magic effects but consumes a lot of mana. type azure, crystal (depends on highest skilled way)
6 destroy abnormal= will damage undead summons and mythical being (werewolves and such)
type crystal
7 firestorm: mimiature metoers will be summoned above the targets head and fall upon him doign severe damage to him and anythign within an 10 M redius ingame. glyphs very powerfull fire (idea 1 rock armpr and 3 fire) type red way.
8 glacier: same range as firestorm. will form a an barrier around the selected target which will instantly be filled with liquid (as cold as liquid nitrogen but not it just water). freezing any target inside casting 5 freezes at each at once. (players weraing warm clothing are not badly effected only NPCs are that can be attacked and players in duels.type blue
9 (soemname for magical aura): will improve your magic skills by 5 for a cast( all 6 ways. but only lasts 7 seconds per level od crystal magic.
10 levitate: will let a target lose its weight (meaning he is swimming in the air) till the caster runs out of mana type = azure
11 ghostly incantation: summons a clone on which you can practise magic fighting or be nice and let him aid you in fighting. his stats will be 50% of your and will not improve. like you summoned him when you had 50 HP and noe youi have 100. he will still only have 25.
type (still trying to think if is good or bad)
12 lighting : zap zap you know wjat it does type azure
13 invisibility: makes you transparent if you are invisible only way to track you is too be good at tracking or following foot steps. and mages will still be able to find you type azure / crystal
14 sense hidden: detects hidden people (magic must be higher / equivelent) to that persons) and also finds traps which will also depend on skill but it will need to be at a higher skill type crystal
15 & 16 blizzard and fire wave: sends out a wave of (type) that spreads out in a coneand hits absolutely everything (ezxcept players unless in a duel and target[s fighting something) till it reaches its maximum distance
type 15 blue. 16 red
17 dismissal : very rare sedns the targeted player to the death realm. but they are so rare and the magic shops don\'t sell em. all way to find em is too kill the death\'s realms daurdian grim reaper (not implemented ansd they should make it impossible to find him and to defeat about ) and the glyph destroys itself after its been cast.type dark
18 barrier. forms a barrir of stone which NPC can\'t pass through. (just saying so since som people will use it too keep players from spawn points so thy can ahve it to themselves. type brown
19 luck: this should increase your chance in doing many things. but rigth now just getting good loot for 5 min (more effective with higher skill)type = crystal
20 gaurdian angel: will provdie you with 1.5 HP per skill level while the enchantement last (ps there will be somethign hovering beside you and it will jump in to receive blows and its 1.5 hp pr m,agic skill level) type crystal
21 -24 summon LV 1-4: lv 1 cost 5 mana 2 =10 4 = 20 so 3 must = 15. will just summon different creatures and by level its better monsters and amounts. (types are by skill ) type lv 1 = brown lv 2-4 = dark (mythological things are summoned in lv 2-4 and in lv 1 its just gorillas (ulbies renamed) wolves rat\'s and humans (thugs and weak rogue.
all ideas i have thus far i\'ll keep it updated
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Okay; forgive me if I copy anyone\'s ideas, but I only made it through the first page or two of posts.
Okay; firstly, I would like to list some ideas about spells:
- I rather think that there should be a few \"uber\" spells available, castable by lower-level mages, but that such things should come at a price and be for emergency use. I.E. maybe a spell can only be used once an hour, or prehaps it is neccessary to \"sacrifice\" some valuable item while casting. Prehaps, even, a spell could drain some xp/progression points from the caster. Such spells would be great for helping a player get himself out of a very bad situation, at a price.
- Prehaps a player could be allowed to improve his skill level for the casting of a single spell by sacrificing items, money, HP, or the like.
- The duration, and power of a spell should increase with proficency, and the casting time and possibly even the mana cost should decrease.
Now, I would like to list my spell ideas:
\"Navigation\" (all crystal spells)
- Arcane mark:
Cast time: very long
Duration: very long/permement/until next logoff, dissmissable
Mana Cost: low or mid
Effect: An mark visible only to the caster, stationed at one specific point (where the caster is standing when he casts this spell). Used in conjunction with other navigation spells. A caster may only have as many marks at any one time as he has levels of skill in the Crystal Way. The caster must give each mark a name.
- Locate mark:
Cast time: short
Duration: mid or long, dissmissable
Mana Cost: low
Effect: Displays direction and distance to one of the casters \"Arcane marks\", chosen from a list of those he has created.
- Farseeing:
Cast time: short
Duration: short, dissmissable
Mana cost: low to mid
Effect: The caster may view the world from the location of one of his marks, chosen at casting. (I.E. the characters viewpoint moves to where the mark is, and he can look around by moving the mouse, but he may not move).
- Teleport
Cast time: instant or short
Duration: effectively permenent
Mana cost: very high
Effect: The caster instantly teleports to one of his \"Arcane Marks\", chosen during casting
\"Offense\"
- Wall of Thorns
Cast time: short or long, dependent on skill
Duration: dependant on skill, mid
Mana cost: mid
Way: ? (Brown?)
Effect: Creates a barrier of thorns, broad side facing the caster, with height and length depending on skill. Any opponent moving in or through the barrier takes damage.
- Wall of Fire
Cast time: short
Duration: mid to low, dependant on skill
Mana Cost: mid
Way: ?
Effect: Creates a barrier of fire, similar to Wall of Thorns, but dealing greater damage, and oppenents take damage whether or not they move.
I\'ve run out of time for now, but I shall post an updated copy of this later today. (I love tactical spells!)
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Thorns = Brown and wall of fire would definitely be red.
Okaay.. I say we need \"the end of the world\" spells that take several rare items and a large number of people standing in a expensive-to-research-and-discover pattern. These spells would either be terraforming, evil, or good..
With this evil guilds can try and take over the world and the good guys can try and stop them.. It would make a huge constant rp battle. :D
Also, these spells will take enourmous amounts of Mana that will be stlit among the casters equally and can send the mana into negative. These are just ideas here.. evil ideas :D
Name: Volcano
Way: Red
Casters: 10 mages with at least level 6 red way
Required items: Volcano Pattern
Effect: A large volcano erupts in the middle or the volcano pattern, obliterating any monsters or players. Cannot be casted inside cities or forests or any other occupied space. (Until destroyable buildings come out)
Mana cost: Total 600
Name: Acopalypse
Way: Dark, Red
Casters: 30 mages, 15 each of at least level 7 of dark/red
Required items: Sword of doom, Acopalypse pattern, 5 Teardrops of Laanx (consumed on casting)
Effect: Starts a public works project, the sky goes dark and the casting mages take power. Items start costing much more, monsters grow scarce and the mages can attack anyone and vice versa. Releases ulbernauts that do not attack the mages into populated areas routineley, blah blah more evil stuff.
Mana cost: 10000 (Makes the mages completely powerless for a while after casting as their mana would be deep in negative)
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Okay; forgive me if I copy anyone\'s ideas, but I only made it through the first page or two of posts.
Okay; firstly, I would like to list some ideas about spells:
- I rather think that there should be a few \"uber\" spells available, castable by lower-level mages, but that such things should come at a price and be for emergency use. I.E. maybe a spell can only be used once an hour, or perhaps it is necessary to \"sacrifice\" some valuable item while casting. Perhaps, even, a spell could drain some xp/progression points from the caster. Such spells would be great for helping a player get himself out of a very bad situation, at a price.
- Perhaps a player could be allowed to improve his skill level for the casting of a single spell by sacrificing items, money, HP, or the like.
- The duration, and power of a spell should increase with proficiency, and the casting time and possibly even the mana cost should decrease.
- Perhaps there could be different runes that are more powerful than others
Now, I would like to list my spell ideas:
\"Navigation\" (all crystal spells)
- Arcane mark:
Cast time: very long
Duration: very long/permanent/until next logoff, dismissible
Mana Cost: low or mid
Effect: A mark visible only to the caster, stationed at one specific point (where the caster is standing when he casts this spell). Used in conjunction with other navigation spells. A caster may only have as many marks at any one time as he has levels of skill in the Crystal Way. The caster must give each mark a name.
- Locate mark:
Cast time: short
Duration: mid or long, dismissible
Mana Cost: low
Effect: Displays direction and distance to one of the casters \"Arcane marks\", chosen from a list of those he has created.
- Farseeing:
Cast time: short
Duration: short, dismissible
Mana cost: low to mid
Effect: The caster may view the world from the location of one of his marks, chosen at casting. (I.E. the characters viewpoint moves to where the mark is, and he can look around by moving the mouse, but he may not move).
- Teleport
Cast time: instant or short
Duration: effectively permanent
Mana cost: very high
Effect: The caster instantly teleports to one of his \"Arcane Marks\", chosen during casting
\"Offense\"
- Wall of Thorns
Cast time: short or long, dependent on skill
Duration: dependant on skill, mid
Mana cost: mid
Way: ? (Brown?)
Effect: Creates a barrier of thorns, broad side facing the caster, with height and length depending on skill. Any opponent moving in or through the barrier takes damage. The wall appears halfway between the caster and the target.
- Wall of Fire
Cast time: short
Duration: mid to low, dependant on skill
Mana Cost: mid
Way: ?
Effect: Creates a barrier of fire, similar to Wall of Thorns, but dealing greater damage, and opponents take damage whether or not they move.
- Entangle
Cast time: long
Duration: mid
Mana cost: mid to high
Way: ?
Effect: Vines sprout instantly from the ground, holding a monster unless they make a dexterity or strength check against your total skill level.
- Imprison
Cast time: very long
Duration: mid
Mana cost: high
Way: Crystal
Effect: Imprisons a creature in bands of force, preventing it from moving, attacking, or casting spells unless it makes a dexterity check against your total skill level.
- Drain [attribute]
Cast time: mid to long
Duration: long
Mana cost: mid
Way: ?
Effect: Drains points from one of an opponents? attributes.
- Siphon [attribute]
Cast time: long
Duration: short
Mana cost: high
Way: ?
Effect: As ?Drain [attribute]?, but 3/5 of drained points are gained by the caster.
- Sunder
Cast time: mid
Duration: instant
Mana Cost: mid-high
Way: ?
Effect: Deals massive damage to a target object.
?Defense?
- Wall of Force
Cast time: mid
Duration: mid
Mana cost: mid
Way: Crystal
Effect: Creates a barrier that absorbs physical attacks. Creatures are also blocked from walking through the barrier. Once the barrier has absorbed an amount of damage dependant on the skill of the caster, it collapses. A barrier will absorb all the damage from each attack directed at it until it collapses (I.E. if a barrier that has 45 HP is hit by a 6,200-point stone from a catapult, it will completely absorb that attack before collapsing; an alternate method of this would be to allow it to absorb a specific number of attacks before collapsing, but that may cause problems).
- Antimagic Barrier
Cast time: mid
Duration: mid
Mana cost: mid
Way: ?
Effect: creates a barrier through which no spell may pass for the duration of ?Antimagic Barrier?. Note that this spell does not prevent creature from passing through, so it is best used in conjunction with a ?wall? spell (to force the creature to destroy the wall first).
- Invisibility
Cast time: long
Duration: short
Mana cost: mid-high
Way: ?
Effect: Target becomes invisible to monsters for the duration of the spell. The spell is broken if the target attacks
- Greater Invisibility
Cast time: long
Duration: short
Mana Cost: high
Way: ?
Effect: As ?Invisibility?, but spell is not broken if the target attacks. If the target attacks, other creatures may attack him, but they suffer a miss chance of 50% and may not continue attacking if the target of this spell breaks away.
- Group Invisibility
Cast time: very long
Duration: short
Mana cost: high
Way: ?
Effect: As ?Invisibility?, but affects a number of creatures dependant on the skill of the caster.
- Greater Group Invisibility
Cast time: very long
Duration: short
Mana cost: very high
Way: ?
Effect: As ?Greater Invisibility?, but affects a number of creatures dependant on the skill of the caster.
- Cloak of Thorns
Cast time: short
Mana Cost: mid
Way: ?
Effect: Creatures attacking the target take damage
- Cloak of fire
Cast time: short
Mana Cost: mid-high
Way: ?
Effect: Nearby creatures to the target take damage
I have, again, run out of time; however, I will continue to update my list.
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*note: havent read the countless pages*
less of the fighty more of the fun eh? ^^
Illusional, summoning, manipulating, artsy flarey magic, *nodnod*
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Spell Name: Blind
Way: Red
Description: blinds target for an amount of time dependent on your skill in red way and base stats and spell power.
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(By the way, the quote in the title is from Warcraft 3)
Ya know, we have such great ideas for spells, but I really wish the DEVS WOULD USE SOME OF THEM!!! I rate a very powerful mage, ranks in several different ways and an Inteligence of 110! However, I\'m stuck using 6-point Energy Arrows! It is just plain AGRIVATING!!! Especialy because my Strength of 29 isn\'t enough to wield a good sword! I can\'t beat a rat in close combat! I really wish the Devs would do a bit of work on the magic system, because right now, it is expensive, hard, and unrewarding to be a mage!
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Don\'t worry, they already have a bunch of nice spells lined up.. Darkmoon \\o/ showed me :D
Although.. there arent any devestating earthshaking spells yet, but there was a meteor that shaved 55% off my health
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even though im not much of a mage or anything ( even though i plan on having a mage character) here is my attempt...
bone shards
cast time: medium
duration: short
way: black
mana cost: low
type: offensive
description:
with the correct amount of concentration and skill the mage can summon a random number of large splinters of bone to fly from his hand and embed themselves in his target.
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i\'m not gonna bother reading other people\'s threads to many posts.
lets see
1) fiery mark.
summons a glyph on the ground for a short while that causes damage to all on it
range it affects all things within a circumference of 1oM about
mana lot
way red
glyphs i\'m sure fire type will be involved. and eprhaps a glyph that summons glyph images
2) identify
well you can\'t know everythign abou every thing now can you
range your inv
effect shows hiden qualities of your weaponry
mana dependent on item
way crystal (it migth save you from a dangerous curse)
3)pocket plane
i got this idea that eachh accountr can parhaps have their own little place where they can store things train against the demons of this abyss. but too save space only there is only one layout of this of this room. and it kinda acts like a warehouse. sicne all your chars can access it.(saem one different to each account) but to make it fair for the devs they parhaps add a fee to store thinsg there. since they are going to implement houses which can be robbed with no storage fee but you have to buy the houses.
range none (you and your party if yuo can get NPCs to follow you)
effect takes you to your pocket plane
mana half of total
way dark (its got demons in it on which you can train)
othewr ideas for this spell if yu are logged in you can get training from your other chars till your equal to them so after that you can\'t train with them. so my idea is if you have a char with melee lv 1 and one with lv 50 he can train him to 50. but not any higher till the one with 50 goes higher. how bout it you like my 3rd spell idea.
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some more spells ideas sorry if i\'m copying
1 nightmare
descript causes immense fear in nearby NPCs(only the ones you can attack) causing them to retreat.
mana little.
range medium
way dark
effect causes offensive NPCs to retreat from your presence
2 stupefy
causes an NPC to lose all its intelect and attack whatever is closest to it. but if this is really strong this make the NPC sit and do nothing
mana average
range medium
way dark
effect read the description
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As Zkin said... Sorry if i repeat anything said... i only read the first 2 pages lol...
Name: FireBall or FireBlast
Effect: A Fireball shoots from the casters hands and hit the target...
Range: All the way from short to far depending on lvl/skill
Duration: Fire burns thus it must have a duration... it last from 5 seconds till death depending on lvl or skill
Casting time: short
Other NTK Info: Once you reach a ceratin lvl the name changes to FireBlast and the fireball grows bigger each time you lvl it up...
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The guide says that not many have returned from the Death Realm. You will probably agree there is little likelihood of that being accurate even once the game will be complete and the Death Realm harder to escape.
So... I thought some enemies should be ready for that. It would only be logical that they would expect your attemt to flee from the Death Realm and some of them would have the means to hinder you from doing so.
Spell group name: Death wraths
Glyphs needed (when any): Glyphs of the black way or combinations including them
Spell mechanism and duration: The spells must be cast on their victims BEFORE they die. Most spells of the kind do not do anything to those afflicted unless they die before the spell expires. That time should depend on the caster power yet shouldn\'t be under a few hours in-game time. Cast by a powerful mage, it could last for days. (Neither spell effect or time till expiration would stack if someone got hit by the same spell several times in sucsession. When a victim would die, the strongest instance of the same type of yet unexpired, untriggered curses that has been cast upon it would be the one activated, all others would expire.)
Sample effects vs player: Make you land further from the exit of the Death Realm as you normally would, make you lose more progression points as an effect of dying, make you weaker
for the time of your stay in the Death Realm (or until you die again) ...
Sample effects vs monsters: They would take longer to reapear, in case of undead that wouldn\'t stay dead it could help as well.
Casting time: usually medium
Mana cost: low for most such spells
Trageting: target or target area
Visual effects: Perhaps some sort of tinted haze when being cast- over both caster and target/target area - making it obvious what\'s about to happen. There would also be a visual effect announcing that the effect has expired.
Wieleded by: Some stronger mages and perhaps by certain creatures of the Death Realm. Glyphs, needed for this spells would be hard to obtain and the spells conseqently not common practice among mages.
There might also be a way to remove some of these curses via spell or visiting a priest NPC.
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I have a spell...
its a summoner but i think its a little different (and condsidering i didnt read everything it might not be)
Ability: Summons a monster
Mana cost: Matters on which monster
Effect: Summons a monster which you can control to do your bidding. And if it has wings it could fly you somwhere but it would eventually dissapear so u might fall from the sky ,so note that this is taking a risk(see its not easy so u might still have to buy those flying creature thingers)
Requirements: You need the fur or skin or som part of the body of the creature ur gonna summon or else it doesnt work.(<--- see thats the different thing the fact that u cant summon anything till u have the fur or somthing so now theyr\'ll be moer then one or two reasons to fight monsters
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There is a thread about animal summons that i think would be better than the summon, though the summon would work well just with different things eg. imps
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And please excuse my idiotic newbie post lol... i didnt know that that spell exsisted already... i posted it in my early days of PS
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me being a mage based on the blue and red ways,i think there should be mixed spells, e.g cold+fire=a spell that sends a flaming ball of ice at the target which hits and burns? or others like brown+crystal=chuck a rock with a crystal in it,etc
it wouldn\'t need any new components, only new damage calculation,it uses same animation and glyphs as other spells.
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the alf ...... ummm i would hate to burst your bubble but you can\'t mix blue and red way.... if you look at it this way what happens when you try to mix water and fire....
they cancel each other out .. try dumping a bucket of water on a camp fire.. you\'ll put it out. and cold and fire would do the same thing fire makes heat cold and heat cancel each other out....
now the crystal and brown is a grand idea but i would think that with brown way being earth magic you should beable to grow crystals in a rock with out the use of of the crystal way....... i was under the impression that crystal way was white magic as aposed to dark way being black magic..
mixing crystal and brown would come up with something like rock armor that heals you as well....
now heres a combo you might like.... fire and dark...
spell: flaming touch of weakness
ways needed : Red and Dark
Mana: mid ranged but cost more as level grows in both ways...
Range: melee
Effect: casters hands become intencely heated causing 10 points of flame damage as well as saping 15% of attack value from target for each 5 seconds of exposure...
Duration : 5 seconds for every 2 levels of both red and dark way.
this would be a fun spell if done right :P
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Im new here, but i guess this is kinda good idea:
Spell name: Hellball Swarm
Type:Offensive/defensive
School: red
Mana cost: moderate
Recast time: Long
Damage per hellball:inceases by skill
Number of hellballs:inceases by level or something
Range:short
Damage:below average
This spell conjures hellballs to whirl around caster, and if enemy comes inside range they blast towards it one by one. If enemy runs out of range, hellballs stop attacking it. But if you cast this spell and no enemies come near you, hellballs dissappear by time. Good \"before battle\" spell, and you can cast spells normally while hellballs do damage for you.
This spell can be very low end spell as well as killing machine, and those hellball should to be able to dispel by similiar magic as \"purify air\" from before.
Please let me know if my idea has any use.
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Some spells that are supossed to be easy, simple, and work good as additions to the spells in the game now.
Crystal, Dark, Blue, Azure, Red and Brown.
Name: Claws of the bear
Way: Brown
Mana usage: Moderatly (15% of normal mana supply or so)
Effect: The Casters arm grows strong and though, an grows a claw instead of a hand. He gains a better attack and damage on unarmed attacks, but can\'t cast spells in any form during the spell
Duration: 30 Sec.
Other info: The strengt of the caster might be affected the same way, allowing it to lift bigger object, carry more stuff, heavier weapons, etc. Although that is more something for later in development.
Name: The unseen servant
Way: No idea (crystal?)
Mana Usage: High (50% average mana supply)
Effect: An invisible servant is summoned and carries stuff around for the caster
Duration: 1 ingame day?
other info: During script writing, please make sure that the items are tranfered back to the caster or the ground when the spell end, and don\'t dissapear.
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My evil idea (for evily-oriented characters)
Name: Morknian Banishment
Way: Dark,
requires a special item as a catalyst that requires extensive quests, enchanting and finaly a difficult crafting to froge. Normaly an amulit.
Glyphs: Undecided. Very special ones only used in this spell. 4 total.
It would be incredibly hard to get the required glyphs as they would be scattered throughout the far reachers of the world (maybe the final key one in the DR itself).
Duration: Instintanious
Range: see notes
Side effects: see notes
Manna cost: All
Damage: See notes
Effects: After a sucessfull banishing, the caster could collect part of the banised player\'s soul. This could be assosiated to another quest requiring the player to do a favour for death, and collect a certin number of souls, or be punished for his evil deeds. (Death want\'s in on the evil action). And the slaying of sutch an evil character in an honorable duel could be used as a roleplay device. a very good one.
Banishment involves the character (or caster0 effected to be sent to the deepest, darkest part of the Death relm, a super-hard place to escape (prods developers: [whispered] I\'m counting on you to make a special place for these guys...]).
Notes: Theres a slight catch. After all that effort, there\'s a 15% chance it backfires because something escapes you\'re attention. You banish yourself.
This spell can be cast with only a few glyphs, with varying effects:
1 glyph: 50% of targets HP damage, touch range
2 glyphs: 50% of targets HP damage, ranged
3 glyphs: Banishment, touch range
All Glyphs: Banishment, ranged
This spell can only be cast on players during a duel.
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Name: EarthCrush
Way: Brown
Type: Combat
Mana: medium
Time: Four to five seconds
Look: like this:
(http://img62.imageshack.us/img62/9324/stonecrush9xv.png)
However, you may want to stun your enemy first. Lifting the rocks takes about four seconds and if you are hit in any way, the rocks fall to the ground, and your mana is wasted.
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Not sure if this has specifically been discussed. I\'ve only played for a day so I\'m an extreme noob. However I found it kind of odd that I tried to make my character a physically pathetic, yet magically gifted elf - yet I have to punch rats then buy swords then swashbuckle my way to earn thousands of tria to afford spells and magic training??!
Can we have some basic spells for those of us who have the character history and aptitude for spellcasting right from the word go? You would only want them strong enough to smack the rats and some other lower level creatures, but they would make much more sense to me.
I guess once more jobs are developed they might allow other ways to earn the required cash, however starting (noob) spells still make sense to me...