Author Topic: Spell Wish List thread  (Read 13306 times)

zkin

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Spells
« Reply #150 on: August 26, 2005, 09:37:26 pm »
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!)
Zkin of Insandustries
Founder of the Circle of Mages (retired)

Neryam

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« Reply #151 on: August 27, 2005, 02:37:42 am »
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)
Vis vires est haud claustrum ut animus. Power is no bar to the Heart.
Guild Knights will return. When I feel like it.


zkin

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Spell ideas (cont.)
« Reply #152 on: August 27, 2005, 02:53:21 am »
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.
Zkin of Insandustries
Founder of the Circle of Mages (retired)

Keyaz

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« Reply #153 on: August 27, 2005, 03:01:32 am »
*note: havent read the countless pages*

less of the fighty more of the fun eh? ^^

Illusional, summoning, manipulating, artsy flarey magic, *nodnod*

Miya

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« Reply #154 on: August 28, 2005, 04:24:32 am »
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.
Code: [Select]
Love(clk89);

zkin

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"I Thirst for Magic..."
« Reply #155 on: August 29, 2005, 05:37:56 am »
(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!
Zkin of Insandustries
Founder of the Circle of Mages (retired)

Neryam

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« Reply #156 on: August 29, 2005, 11:30:37 am »
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
Vis vires est haud claustrum ut animus. Power is no bar to the Heart.
Guild Knights will return. When I feel like it.


dying_inside

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« Reply #157 on: August 29, 2005, 04:34:41 pm »
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.

Hirato

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« Reply #158 on: September 03, 2005, 05:11:25 am »
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.

Hirato

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« Reply #159 on: September 04, 2005, 11:39:39 am »
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

Rage McCloud

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« Reply #160 on: September 04, 2005, 06:34:14 pm »
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...
Greeting fellow adventurers!
My name is Rohnan Darosel.

N

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« Reply #161 on: September 08, 2005, 08:51:56 pm »
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.

MonkeyHell

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« Reply #162 on: September 18, 2005, 02:28:22 am »
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

darkw00t

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« Reply #163 on: September 18, 2005, 02:53:36 am »
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
Eleloy Shadowfrost

Rage McCloud

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« Reply #164 on: September 18, 2005, 04:11:42 am »
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
Greeting fellow adventurers!
My name is Rohnan Darosel.