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.