Author Topic: Spell Wish List thread  (Read 13310 times)

Olig

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« Reply #135 on: October 25, 2004, 04:38:07 am »
Nope, no dragons Xero. I mentioned it before. Plus, I beleive that there has been a thread on Familiars before.
Beware that I am distorted in my wording if you do not understand me at all.



Enter_the_Xero

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« Reply #136 on: October 26, 2004, 04:21:13 am »
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

Adeli

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« Reply #137 on: October 26, 2004, 11:57:04 am »
Awfully complex, I vote that you code it...

I like Red Jelly Beans!

Zeraph

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« Reply #138 on: October 27, 2004, 05:27:56 am »
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)

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

nightwolfz

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« Reply #139 on: October 27, 2004, 02:44:10 pm »
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 !
   
         /      
       //
     //
   / /
>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.
« Last Edit: October 27, 2004, 02:45:54 pm by nightwolfz »
New PHP(browser) game in devellopement (v.1.1)

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Isolis

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« Reply #140 on: October 27, 2004, 03:56:55 pm »
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,

« Last Edit: October 27, 2004, 03:58:02 pm by Isolis »
/bonk

Adeli

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« Reply #141 on: October 27, 2004, 06:10:49 pm »
Isolis, Bull\'s Strength is from D&D... PoR is just using the D&D core rules.

I like Red Jelly Beans!

Enter_the_Xero

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« Reply #142 on: October 27, 2004, 11:47:09 pm »
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

Isolis

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« Reply #143 on: October 28, 2004, 12:02:23 am »
Quote
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 =)
/bonk

Olig

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« Reply #144 on: October 28, 2004, 02:28:59 am »
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.
Beware that I am distorted in my wording if you do not understand me at all.



Adeli

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« Reply #145 on: October 28, 2004, 05:59:28 pm »
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.

I like Red Jelly Beans!

Niavard

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« Reply #146 on: June 26, 2005, 04:43:46 pm »
/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: -
« Last Edit: August 18, 2005, 10:42:23 pm by Niavard »
Low mage of the Arcane Order

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Azzule

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« Reply #147 on: July 29, 2005, 11:15:32 pm »
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

Phobia

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« Reply #148 on: July 31, 2005, 07:31:53 am »
Yes spells are good.

Hirato

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« Reply #149 on: August 22, 2005, 01:14:03 am »
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

Quote
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