Author Topic: Custom spells  (Read 588 times)

burning

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Custom spells
« on: June 03, 2003, 10:42:24 pm »
Just a thought, but as I read through your lists of :tobe\'s: I noticed you\'ll bring in hundreds of spells for us all to use (if we can of course).

I\'m getting ideas of giving say 10 or 20 basic spells which everybody can gain within a decent time limit of playing the game -healing, projectiles, sensing, levitating etc; but rather than everybody having the same spells tucked away under their robes, couldn\'t we have a limited but wider choice, giving our characters our \'own\' spells?

I\'m not sure how you gain magic points or whatever is needed, but as you find/gain experience, you can start a new spell from scratch, good/bad - heal/hurt.. and with time you can add to the range, the damage, heck, maybe even the colours!

don\'t let it get stupid.. but if you concentrate on one spell enough (your personal favourate), you can with time produce fast/thin purple fireballs which knock enemies back abit... or maybe have it a short distance but EXTREMELY powerful.. of course it can knock your friends out.. or say have a healing circle around you.. and as you gain more experience you can increase the effect it has..

If you get someone building up a powerful attack, maybe this can \'naturally\' reduce the blast effect to a more \'dead ahead\' attack, so with experience he needs to expand the range aswell to knock out 3 or 4 monsters instead of just 1 say..

If you want people playing for a long period you can\'t have them reaching the top goals for magic and them casting the same ones as it could get to *ordinary*

I\'m sure this could be expanded abit more, but I like the idea of creating your own spells... to a certain degree..


yey ney?

DizzleCorinthos

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« Reply #1 on: June 03, 2003, 11:42:24 pm »
Some great ideas in here.  Thanks for sharing burning.

There is one thing that sparked in my mind when I read this.  One of my major gripes in this genre is the fact once you get, say 2nd level spells, first level spells are useless.  Now this goes for most games, but not all.  I would like to see a system in place that as the spell levels are attained, people would still rely on some basic level spells to get along in the world.

Instead of just increasing damage and range, add bonus effects.  \'dark bolt\' may do 3d4 dark magic damage, but \'dark flame\' may add another 2d4 fire.  Area effect spells, Damage over time spells, Reversal spells, etc etc.  Theres really no sense in having dark bolt 1, 2, 3, 12, and 36.  Actually, makes a lot of player feel like, \"Wow, Dark bolt 28, wonder what thats going to do.  Oh, same as 1-27. \"

Just my feeling on the matter.
DizzleCorinthos, Jragi - Planeshift

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elminster

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« Reply #2 on: June 06, 2003, 03:22:39 pm »
There is already a thread for \"custom\" magics. Read the \"Magical dialect\" thread, and post, what you think about it. It is 20 post long or so, but it\'s worth to read it. Please do so.
Thank you.
I\'ll bring it up.

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