Author Topic: Spell Wish List thread  (Read 13168 times)

Wedge

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« Reply #15 on: August 06, 2003, 06:31:00 pm »
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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zaphar

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« Reply #16 on: August 06, 2003, 06:59:14 pm »
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.
*Zaphar grins roguishly as he exits the post


Xalthar

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« Reply #17 on: August 06, 2003, 08:45:27 pm »
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

Wolfmane

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« Reply #18 on: August 07, 2003, 09:06:16 am »
Great initiative Zaphar!

Quote
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
« Last Edit: August 07, 2003, 09:09:56 am by Wolfmane »
 
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Wedge

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« Reply #19 on: August 07, 2003, 07:05:39 pm »
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.
« Last Edit: August 07, 2003, 07:06:01 pm by Wedge »
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Wolfmane

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« Reply #20 on: August 07, 2003, 08:26:04 pm »
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?
« Last Edit: August 07, 2003, 08:27:31 pm by Wolfmane »
 
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Drilixer

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« Reply #21 on: August 08, 2003, 02:16:23 am »
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 )

Wedge

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« Reply #22 on: August 08, 2003, 07:53:36 am »
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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Wolfmane

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« Reply #23 on: August 08, 2003, 08:13:09 am »
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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Drilixer

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« Reply #24 on: August 09, 2003, 03:48:02 am »
*Illyria accidently transfers her levitation spell to the horrified Kran, who is lifted off his feet, gulps,  and then goes hurtling over a mountain*

Wormtail_

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« Reply #25 on: August 11, 2003, 10:24:55 pm »
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)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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.
« Last Edit: August 15, 2003, 04:02:12 pm by Wormtail_ »
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zaphar

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« Reply #26 on: August 12, 2003, 06:20:57 am »
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. :-)
*Zaphar grins roguishly as he exits the post


Saphire

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« Reply #27 on: August 12, 2003, 07:28:16 am »
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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Wolfmane

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« Reply #28 on: August 13, 2003, 10:19:30 pm »
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.
Quote
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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Wormtail_

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« Reply #29 on: August 15, 2003, 04:00:09 pm »
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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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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