Author Topic: Spell Wish List thread  (Read 13155 times)

THAPRINZE

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« Reply #30 on: August 15, 2003, 05:05:19 pm »
anyone heard of D&D?.....

Oh and guys can we keep it a bit realistic?
i mean don\'t know who posted it. \"...buildings to crumble\" oh so when i cast it the whole of Hydraa plaza will fall apart.....
« Last Edit: August 15, 2003, 05:07:31 pm by THAPRINZE »

DannMann99

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« Reply #31 on: August 15, 2003, 06:22:17 pm »
Good post so far, i skimmed through most of it.

Some of my ideas though-

Name: Shield of Crystals
Mana: between medium and high
Cast & Recast time: Medium

Description: Acts as a damage shield, where when a monster attacks you, he hits you but this shield does a slight amount of damage to him.

*Note- Upgradeable to the other types of crystals (depending on level and skill)

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Name: Shield of Ice
Mana: medium
Cast Time: Medium

Description: Acts as a shield. The ice takes a percentage of the damage the monster does to you. (Depending on level and skill). Generally a small but useful percentage

---------------------------------------------------

Name: Illusion
Mana: High
Cast Time: Low

Description: Illusion where you can cast it on yourself and others to make your appearance change into the monster named in the spell. Would allow you to navigate zones where you would be attacked by those types of monsters safely.

---------------------------------------------------

Name: Black Hole
Mana: Low
Cast Time: Low

Description: A means to escape quickly from a battle turned bad. Would allow you to summon a \'black hole\' which would transport you to a random location in your current zone.
Note- would be best under dark arts in my opinion

---------------------------------------------------

Just a few of my ideas, let me know what you think.

~Dan
Member of the Arcane Order

Drilixer

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« Reply #32 on: August 15, 2003, 09:54:43 pm »
Quote
Originally posted by DannMann99
Name: Shield of Crystals
Mana: between medium and high
Cast & Recast time: Medium

Description: Acts as a damage shield, where when a monster attacks you, he hits you but this shield does a slight amount of damage to him.

*Note- Upgradeable to the other types of crystals (depending on level and skill)


hehe I\'ve seen this one before somewhere...

Wormtail_

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« Reply #33 on: August 15, 2003, 10:08:03 pm »
Somewhere meaning earlier in the thread, methinks.

Anyway, I think that the spell Black Hole could be renamed to Escape. Maybe it does sound more pathetic, but when I think of black holes, I think of those tings that suck everything up and nothing can escape.

Spell Name: Burning Beam

Way: Red Way

Mana: Moderately Low

Type: Combat/Exploration

Effect: A red beam of light shoots out at the target and burns it. The burning will damage the target, as the red beam of light is basically a ray of fire, and the more proficient one is in the Red Way the more damaging the fire ray thingy is.  Can be used to light fires and also can be used as a signal flare.
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zaphar

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« Reply #34 on: August 15, 2003, 11:33:45 pm »
Quote
Originally posted by Drilixer
hehe I\'ve seen this one before somewhere...


That place being my Crystal Shield earlier in the thread his added damage effect to aggressor though so it is a little different.
*Zaphar grins roguishly as he exits the post


icosiel

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« Reply #35 on: August 17, 2003, 10:06:04 pm »
*put\'s down grimoire*, right, here are a few

Name: Money spell

Type: Low magick

Effect: Icreases chances of finding money through looting corpses etc


Name: Ivoke

Type: High magick

Effect: Caster takes on qualities of certain deity (if the game has any that is), depending on deity, stats are boosted. Rate of stst boost depends on players lvl


Name: Psychometry

Type: Psychism/mental

Effect: Caster can recieve information through an object, e.g. where it has come from, who has used it. Can leave clues for \'hidden\' locations


Name: Egregore

Type: Conjurer/evoker

Effect: Player creates a spirit servant who can help defend/attack (but only using magickal energy) or scout for items.


Name: Astral body

Type: cojurer (I think)

Effect: Player is able to leave body to scout around and explore other spiritual realms. Also able to posses creatures for a short period of time, if body is disturbed whilst \'away\' it instantly snaps back into the origonal body, all control over other creature is lost.


Name: Evokation

Type: high/ conjurer

Effect: Player is able to summon/call spirits who can give knowledge rgarding various skills, some are also able to increase stats or aid in harvest etc.


Name: Golem (for want of a better name )

Type: High

Effect: Player is able to make a statue then animate it, same as egregore but physical. Can hold weapons etc but is quite poor. Not sure if it should be able to lvl up.

Maybe I should end here or i\'ll be here all night ;)

Don\'t know how far to get into this, but I think some abilities should only be available to a certain class, i.e. Builders/potters who are certain mage should only be able to create golems as only they have the ability to create statuettes etc.

Wormtail_

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« Reply #36 on: August 18, 2003, 04:31:14 am »
There will be no classes.

Spell Name: Desperado Fanaticism

Mana/Requirements: Drains mana/stamina rapidly when casted. Effects fade away when mana or stamina get to zero.; Person must be outnumbered at least 4 to 1 or 7 to 2 for it to work.

Type: Support

Effect: Bestows upon the caster and all allies in the immediate vvicinity a kind of vicious and desperate  fury. Those affected shall suffer huge drops to range attacks, magical attacks, and defencse, but get insanely high attack powers. The caster/group shall either kill or be killed, and die fighting unless one of two things happen. Either hte mana or stamina of the caster reaches zero, or the enemy is downed to 1 on 1, pretty much. Best used when in a gropu, as mages don\'t make the best of berzerkers, but this spell is a kind of \'advanced\' and desperate berzerk.

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

I have an idea of a way that magic could be used in the game. I call it \'mana upkeep.\' Anyway, my idea is that you can \'enchant,\' summon, or something of the sort, and it will stay there. At the price of mana. However, the way mana upholds it depends on the rate at which you regain mana. The upkeep drains away mana at a slower rate than you gain it, obviously, although some spells could override that. What I mean is this: Say you enchant a weapon with, say, a fire-based attack. This would cost the casting mana as well as some 1 mana every 5 seconds. You regain 1 mana per every 3 seconds. Something like that. Basically, you pay the enchantments a \'salary,\' and if you run out of mana (by means of more mana lost per second than gained; having 0 mana is a matter I\'m not sure about, as whether enchantments/summon//other you stay or not), and then a random enchantment goes away.

What do you think?
« Last Edit: August 18, 2003, 04:38:18 am by Wormtail_ »
You pay the same price for doing something halfway as for doing it completely. So you might as well do it completely.
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sekhmet

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« Reply #37 on: August 18, 2003, 05:13:49 am »
Spell: Holy Ground

Keeps mobs at bay when a cleric blesses the ground. So you can put up a safe camp for the night and rest safely.

Spell: Ghostly Fog (area spell)

When in foggy area this spell can be cast, it creates the illusion of shadows/creatures in the fog that confuses and scares everyone unless he/she can recognize it for illusions.(save throw)

Spell: Shadow Walk

Walk trough a fold in time and space to another player.

Spell: Control Weather (some other name would prefebel)

Make weather better or worse

Spell: Call Lightning

Call lightning from the sky, only possible wen cloudy. (Need for control weather spell)

Wolfmane

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« Reply #38 on: August 18, 2003, 08:04:39 am »
Quote
have an idea of a way that magic could be used in the game. I call it \'mana upkeep.\'

Wormtail I like both your Spell suggestion ands the enchanted or mana-upkeep idea. I think that the enchantment should dissapear when mana reaches a certain minimum like 5 or 10. Also the last bit of the mana-scale before that (say m= 25 down to 10) the enchantment should weaken and begin to fade. That way both the person casting the enchantment and enemies or bystanders could see (by for example a diminishing glow on a sword or whatever) that the caster is losing the power of the enchantment due to low mana. Maybe I\'m making it too complicated, don\'t know.

Also, The colour that the enchant ment  glows with should indicate which way of magic the spell represent, i.e. white = crystel, blue = blue, dark = blackish etc.
 
Wolfmane aka Illyria the White, AO Council member.

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Wormtail_

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« Reply #39 on: August 19, 2003, 09:02:42 pm »
Spell Name: Wide Cut

Mana: Moderately Low (30%-40%?)

Type: Combat/Agriculture/Other

Effect: Creates a magical slashing thingy that slashes at enemies, trees, and wheat fields/similar fields.
In combat, this will only effect two enemies at a time when the caster is a little experienced in the ways of magic. As the caster improves, a wider slash slashes at a wider array of creatures, but will not sever them in 2. Only effects front-line trooops.
In agriculture, it is pretty much the same, effecting a meter\'s worht of crops. Saves energy with use from sickles, and can cut multiple rows of standing crops. There is the slight disadvantage of gathering all the cut parts of ht ecrop, but it does save the labor of using a sickle. Improvement is the same with combat.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spell Name: Magical Banner

Mana: Low

Type: General

Effect: Creates a magical banner that floats around the casters head, saying who the caster is, their race, and their job. For example, the cook-magician Bob casts this spell. He is also part of a guild. THe magical banner says:

Chef-Magician (profession in combat/civil)
Bob (name) the Klyros (race)
Dancing freak (guild rank) of the Mad Dancers (guild name)

Good for identifying where someone is, and who they are. It costs mana to maintain, however, so magical banners that are created will probably be more efficient.

Perhaps ther could be the ability to locate a particular persons banner, so he can actually see someone in the midst of other floating banners if there are any.

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

Spell Name: Repel Intruder

Mana: Moderate

Type: Enchantment/Trap

Effect: Creates a magical barrier that will let nobody except the caster through. This may be broken, however, by either pwerful and magical objects or powerful mages, but usually repels unwanted intruders. Wanted intruders must have the permission of the caster to cross. Usually placed on doors of houses and other similar areas. Like treasure rooms.

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

I am thinking of creating a spell called \'Possess,\' but I am unsure of how to create it so that it\'s fair.

Anyway, very interesting idea, Wolfmane.  Perhaps there could be an \'emergency mana\' part of the mana so that casters with enchantments active don\'t spend all their mana on accident. When the un-emergency mana begins to run out, then the enchantments may fade. Once they do, the caster has the choice of using the emergency mana to get out of a situation. Once used, enchantments begin to fade into \'nothingess\' (until casted again) and the caster is completely out of mana and enchantments. Though out of a tough situation as well, I would imagine.
« Last Edit: August 19, 2003, 09:04:24 pm by Wormtail_ »
You pay the same price for doing something halfway as for doing it completely. So you might as well do it completely.
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SnowWolf

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Summoning
« Reply #40 on: August 20, 2003, 06:18:03 am »
Spells that summon cloths, armor, weapons, etc. They would go from really low levels to the highest levels.

Lower levels would summon mundane items as to not screw up the economy - only moderaty high level casters would be able to make magic items

Mana would of course vary

---

Like the summons, there could also be skills for making/enchanting other items - like adding fire damage to a sword - these would be temporary to permanant depending on the skill of the caster. Same with mana

---

Gem Crafting - this would be a purely magical skill not to be confused with Jewelery Crafting - in fact, gems created with Gem crafting could be used in Jewelery crafting I suppose....

The idea would be to take cetain gems/rocks/bones/special ingredients and combine them. This could be done, for instance, by crushing them into powder (with special equipment, like a mortor and pestel) and then using magic to put them back together. The quality/mana/casting time would depend on the caster\'s skill as with my other suggestions. The gems would add to stats and/or have other special properties like resistances or mists (like the spells above that shroud you in mist) - things like that.

This would be like the item summoning in that it would be near worthless at lower levels and would only be REALLY cool at the higher levels after the user had put lots of time and experience into it.


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SnowWolf

Wolfmane

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Summoning spells
« Reply #41 on: August 20, 2003, 07:38:28 am »
Interesting ideas with the summons spells Snowwolf.
We would however have to get an opinion from the Dev\'s as to whether this would be allowed/possible as it may well interfere too much with the economy as you mention. It may give magicians an unfair advantage, on the other hand what is magic for otherwise anyway  :D

I think if implemented wisely and with due restrictions it would  be a nice addition though. Probably they would however need to be pretty high level Spells and require a high skill as well as specialization in a particular way of magic from the mage/wizard. Done that way it could be a nice facet to the game.
 
Wolfmane aka Illyria the White, AO Council member.

A lie can get half-way around the world,
Before the truth get\'s it\'s pants on ...

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Kiva

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« Reply #42 on: August 20, 2003, 03:52:40 pm »
Talk about blowing a hole in the economy, if mages are allowed to summon items! I mean, what about armorors or weaponsmiths? What happens to them when people start reaching the \"Summon Item\" point? Ooops :P

Anywho, we need some more of those basic spells, like everyday magics or so...

Name :: Remote Levitation
Type :: Dunno

Description :: Lifts an item/thing withing your vicinity into the air.

----------

Name :: Self Levitation
Type :: Look above

Description :: Makes you able to lift yourself into the air. The height depends on your skill with the spell and magic way.

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Name :: Conjure Food (probably mentioned before)
Type :: Survival?

Description :: Conjures a piece of meat or a fruit of some kind. Very highly skilled mages may be able to conjure a self-replenishing plate of meat or something, which lasts for... 30 minutes? The conjured food isn\'t magical though. We\'ll leave the food-buffs for the bakers. :)

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Name :: Light
Type :: Navigation?

Description :: Conjures a glowing light, floating a feet or two above the casters head...

----------

Name :: Magical Compass
Type :: Navigation

Description :: You have a map, yet your compass is broken. What do you do? You summon a magical compass! :D


Just a few ideas.... But I still like my own suggestion about some supreme spells, very well hidden from the world, and only very very few who can learn the spells and stuff.
\"Somewhere over the rainbow...\"

Wormtail_

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« Reply #43 on: August 21, 2003, 12:05:11 am »
Interesting idea on the \'summon item\' idea, but like you and others said, it would place a dent on the economy. Perhaps you can only summon items that have already been made by others and they are willing to give it to you, although how that would work I am not too sure.
« Last Edit: August 21, 2003, 01:03:10 am by Wormtail_ »
You pay the same price for doing something halfway as for doing it completely. So you might as well do it completely.
-Richard Nixon

Despise the enemy and you will lose.
-Li Tien (or Dian)

Join the BISM!

SnowWolf

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Summoning
« Reply #44 on: August 21, 2003, 01:19:07 am »
Should this possibly be made into another thread?

-----

The key to summoning items is severly limiting WHAT exactly can be summoned. There would be a limited number of spells - definitely - at lower levels it would be just normal clothing that you could cast directly onto someone - mostly just for the ablilty to do it and the inate coolness of being able to summon random equipment... :] Say some one is in a group and is too cheap to fill in one of their slots with even the most cheap equipment, mage fills the spot.

This would be a magical alternative to the repair armor and weapons skill.

The trick to making it work is not the code for doing it - but figuring out items that DON\'T mess with the economy - that\'s why this might be good as another thread. Say a guild war was going on and your guild wants to impersonate an enemy - mage makes disguises - weird stuff like that. It\'s all in making items that you can\'t find anywhere else or wouldn\'t want to even bother buying.

It wouldn\'t be something like every \"level\" (I know there are no levels, using it for simplicity) you get another set of summons for every item slot you have - they would be spells that aren\'t on the normal \"lineage\" of spells (i.e. fire1, fire2, fire3...) - they would be \"side spells\" kinda like side quests and minigames - interesting little things that are easy to implement but add tons to the game.

Another example - you are a high ranking mage guild *cough* *Arcane Order* *cough* and want to give an item to a new member that tells everyone else that they are a one of you - so you conjure up a ring or something.

Of course, at the crazy levels (maybe this could be added as an actual skill like the weapon and armor fixes...Offical request perhaps?) you\'d be able to summon the plate mail of some lost warrior of legend. It wouldn\'t be just plate mail, but cool plate mail with a story behind it

Know what I mean? Play with it and think up some items that wouldn\'t toy with the economy!


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SnowWolf