Spells to be looked at by Dev

Questions and suggestions for new spells, changes to spells and the magic system

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Re: Suggestion for Submissions

Postby mozenwrathe on Wed Jan 02, 2013 4:13 pm

Awesome. Another one that was rubber stamped. Keegan, you should feel good about this. Considering that I believe half of what I've posted up here were spells created by you to begin with!

Ethereal Blade
Level required: 11
Class required: Warrior-Mage
Casting method: other
Defending method: as per regular defense
Description: Warrior Mage:

Description: This was a training spell for Warrior Mages originally. As time passed, some Warrior Mages realized this could be used in actual combat as well. While it renders the weapon the caster is using intangible, the effects are quite breathtaking - in a truly physical fashion, no less

:MECHANICS: This spell turns the weapon of the caster incorporeal. (Meaning, quite simply, one cannot physically touch the weapon itself except for the caster) While this spell is in effect, the caster may as well be wielding an illusion. The weapon will pass through anything it touches while keeping it's shape and size. Though it will not cut or crush any living thing in its path, the ensorceled weapon will harm the energy of living things, draining them of their stamina. There are no changes to any enchantments on the weapon, regardless of their nature. All damage done with the weapon is quartered (!damage ### ### @25%), and it solely affects the Stamina of their opponent. The spell lasts as many rounds as the Warrior Mage has slots in the spell.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Sun Jan 06, 2013 2:09 pm

Magus Sphere

Out Of Battle Spell

Eldritch Assistants
Class Required: Magi
Level Required: 10
Casting method: none
Defending method: none

Description: Magi were never content to "leave well enough alone" when it came to sorcery. After all, it was their life and their love. At the same time, many of the Magi who worked within crafts found it was difficult to deal with many different items on their own. After all, one only has two hands. So, they created spells that gave them all the hands they needed... sort of. As a Magi grows in skill and sorcery, so to does their ability to control things around them as desired within a room or hall.

:Mechanics: This spell requires five stamina for every casting. Casting this spell, the Magi can control the movement of items around them. Much like Telekinesis, but the Magi can deal with heavier items, and to a finer degree of control. They cannot use this power to craft something, but they can move a statue around with it. When they hit Magi x3, their maximum is a 60 lbs, at a distance of thirty feet. At Magi x4, the maximum weight they can move is 100 lbs. Once they hit Magi x5, the distance they can control items increases to sixty feet, and that maximum goes to 160 lbs. At Magi x6, can the Magi move items in total of 260 lbs. And at the final level of Magi x7, their maximum distance goes to ninety feet away, and they can shift around items up to 420 lbs. This spell will be broken the moment combat is initiated, and cannot be used to create cover for someone. Please note, the spell cannot be used to imprison or detain a living creature. This spell also cannot be used to transport things across long or far distances.


Rubber stamped by Miyuka a few days ago, I was just a little lazy and didn't get to it until just now. Another revised Out Of Battle spell should be developed soon.

Looked over by dev
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Wed Jan 09, 2013 2:34 am

And one more for the Nature Sphere that has been looked over by Miyuka and is suitable for review by the development team.

Out Of Battle Spell

Gaea's Benevolence

Class - Druid
Level required - 20
Casting: special
Defense: none

Description: Not only are those whom are granted the title of Heirophant able to cure the lands with their presence. Those Druids whom have spent their lives dedicated themselves to the will and ways of Gaea are also able to heal the wounds on land caused by civilization or vile disasters. (Dragons do count as both in some cases.) This ceremony gives the Druid the ability to cure and purify various parcels of land of the damage done to it. One cannot turn a thriving city into a grand forest, but they can start a ghost town's return to a more natural state.

Mechanics: This spell takes five rounds to perform. If interrupted, the stamina is used and cannot be regained through rest alone that day. This spell uses ten Stamina every time it is used. The spell may only be used successfully once per week by the Druid, given the magnitude of the effects. The spell allows the Druid to purify enough land and water to cover one acre for every ten levels. The maximum for this effect is five acres at fifty levels of Druid. One can use this spell to encourage a charred region of land to start growing back. It accelerates the natural growth of anything within by five times. This does not mean one makes mutant plants. This means they grow back faster and healthy.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Sat Jan 19, 2013 4:12 am

Approved as of a few days ago, this is another reworking of a spell by Keegan.

Arcana Sphere

Battle Spells
Flash Blade
Level required: 21
Class required: Warrior Mage
Casting method: !ranmagatk
Defending method: !ranmagdef
Description: Warrior Mage x3

Description: The Warrior Mage surges his magical energies through his body. The eldrich power forces his attack through his arm and sword to make a single swing so fast, the swing is almost impossible to see other then a quick flash of movement. The swiping motion is so fast, it sends out a powerful shock wave of energy that rips up the ground in a cone-line form.

:MECHANICS: This is a ranged attack that strikes everything in its path, friend or foe. The effect is a blast in a triangle shape. The area of effect ends 15 feet away from the caster and at the max 8 feet at the end of the triangle. (Four feet to the left of the caster's initial position, and four feet to the right of the same position.) Damage is calculated normally. The Stamina used for this spell is calculated normally.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Wed Jan 23, 2013 2:54 pm

Recently rubber stamped:

Magus Sphere

Out Of Battle Spell
Lyarcia's Levitating Lamella
Level required: 10
Class required: Magi

Casting method: none
Defending method: none

Description: This incantation literally started when a high elven water mage of grand repute insisted to a novice Magi scholar the following: "Whatever you can do, I can do better." The young Magi Lyarcia spent a full year researching different spells and rotes, seeking out at least one thing a Magi could possibly surpass a water mage on. Finally, she came back to the haughty one with this simple and yet effective advancement on a spell the high elf previously thought useless. The high elf then did his best to drown Lyarcia... who slew him.

:MECHANICS: This spell is almost identical to the Common Sphere spell "Floating Disc." This spell creates a flat circular field of magical energy. The sole purpose is to carry things that the user couldn’t normally carry physically. The disc itself doesn’t move at more than a light job, requires 7 Stamina to create. The size and duration of the spell are as follows:
Magi x3 : duration 30 minutes , size five foot radius , weight held 400 lbs
Magi x4 : duration 40 minutes , size five foot radius , weight held 500 lbs
Magi x5 : duration 50 minutes , size six foot radius , weight held 600 lbs
Magi x6 : duration 60 minutes , size six foot radius , weight held 700 lbs
Magi x7 : duration 70 minutes , size seven foot radius , weight held 800 lbs

Just as with Floating Disc, this spell cannot be used in combat. Anything over 800 lbs and under 1200 lbs would require double the use of Stamina, and the disc would last only half as long. (Such as transporting a minotaur or a troll.) Two or more Magi can spread the weight of a single item or being between them.


Looked over by dev
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Wed Jan 23, 2013 2:58 pm

Next spell that was rubber stamped for review is right here:

Battle Spells

Crystal Shards
Level required: 15
Class required: Earth Mage
Casting method: !ranmagatk
Defending method: !ranmagdef
Description: Earth Mage x3

Description: The Earth Mage summons shards of crystal and launches them at their opponent. The shards fly up to forty feet from the caster. The crystals are razor sharp and can be hard to pull out with unprotected hands. Unlike the Ice Shards incantation, these shards are fairly large and fewer in number. Each of them is about 6 inches long and 3 inches wide at the thickest part. Some of them look like cones, while others are more like random fragments.

:MECHANICS: This incantation does half of regular spell damage. The shards, however may get stuck on the body of the enemy, making it painful to move. The caster only lets out six shards at a time. Each one of the shards causes one point of damage to the victim per round. (for example: if there are 3 shards inside the victim, it causes 3 points of damage.) If the victim spends the round removing the spikes, they can take out three of the shards in a singular round. This spell cannot be doubled up on any individual target. This spell cannot be cast on a victim again until the effect has worn off and three rounds pass. If the victim is significantly large (such as a wyvern), the spell may be used to target a different limb per casting. The shards last as many rounds as the caster has levels in Earth Mage. (minimum of three rounds, maximum of five rounds.) At the end of five rounds, the shards crumble into quartz powder, leaving the wounds they caused behind.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Tue Feb 26, 2013 3:26 am

Final rubber stamped spell worked on by me for a while:


Out Of Battle Spell

Candrani's Sacred Blessing

Class - Druid
Level required - 20
Casting: special
Defense: none

Description: Something that should be noted: there is no such thing as a Heirophant merfolk. This in mind, those who cared for the waters within the oceans and drank from the streams learned well from the spirits of their ancestors and the deities of the wind and rains. Over the centuries, rituals were created by those above and within the water to tend to it and purify it just as Heirophants were of wont to do on land. The desire to restore what was once pristine is something with the heart of every Druid, and therefore Gaea gave Her Children the ability to do just that.

Mechanics: This spell takes five rounds to perform. If interrupted, the stamina is used and cannot be regained through rest alone that day. This spell uses ten Stamina every time it is used. The spell may only be used successfully once per week by the Druid, given the magnitude of the effects. The spell allows the Druid to purify enough water to cover two acre feet (roughly 650 000 imperial gallons) for every ten levels. The maximum for this effect is ten acre feet at fifty levels of Druid. {{ http://en.wikipedia.org/wiki/Acre-foot }} One can use this spell to cure a poisoned river or encourage a dead lake back to life.

Please note, this spell does -not- resurrect anything that has passed away. Dead things stay dead. What the spell can and will do is make the water itself viable to support life. Things like trees would be able to start thriving again if they were in the middle of a purified river. Reeds at the edge of a pond could start growing back.



Simply put, out of ideas at the moment. Come on, people, try your hand at magic making.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Fri Mar 01, 2013 6:09 am

Re-created spell by someone far more talented than I am.

Vice

Level Required: 20
Class Required: Earth-Mage
Casting Method: clomagatk
Defending Method: clomagdef

Description: Earth-Mage x1

The Earth-Mage makes an arcane gesture close to their opponent, seeking to attune their magic with a metal object seeking to temporarily twist the fundamental makeup of the item, causing it to squeeze tight to the victim's body, cutting off blood-flow and muscle-responsiveness for the duration of the spell.

Mechanics: The Earth-Mage targets a specific primarily-metal item worn; upon a successful attack roll the object will begin to inhibit the victim for a duration of 1d5 + times Earth-Mage has been selected, during which the item would not be removable. An initial damage is applied equal to this dice roll (though cannot exceed the difference in the attack/defense roll), and an affect is added depending on what limb suffers from the vice.
>> Head/Neck (helmet, circlet, collar, necklace, etc): victim takes 1d10 damage each round, +1[b] for each round after the spell was cast (roll is only made once to determine base damage over time).
>> Chest (breastplate, etc): victim takes [b]1d5 stamina damage each round, +1[b] for each round after the spell was cast (roll is only made once to determine base stamina loss over time). Further, any stamina recovery over the duration is halved before being applied.
>> Arms (bracers, vambraces, etc): Any physical attack rolls involving the arms/hands (sword swings, bows, etc) suffer from a penalty of [b]-5 x number of times Earth-Mage has been selected and cost double stamina for the duration
>> Hands (rings, bracelets, etc): Any magical attack rolls by the victim suffer from a penalty of -5 x number of times Earth-Mage has been selected for the duration.
>> Legs/Feet (greaves, anklets, etc): All physical defense rolls by the victim suffer from a penalty of -5 x number of times Earth-Mage has been selected for the duration, and all defense rolls incrue a double stamina loss.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Wed Mar 20, 2013 11:53 am

Magus Sphere

Ceruri Sabia
Level required: 30
Class required: Magi

Casting method: !ranmagatk
Defending method: !ranmagdef

Description: Arguably one of the most powerful spells in the arsenal of any Magi, it is also one of the most taxing. The spell essentially summons an Infinitesimally small portion of the power of their Goddess down from the heavens to earth. This normally takes the shape of a gigantic ethereal runed sword, but there have been cases where it looked like a spear or a hammer of light. The spell's destructive force is one to be reckoned with, which is why it is so rarely used.

:MECHANICS: This spell takes two rounds to cast. The spell costs two Stamina and one Life per slot invested, to the grand total of 30 Stamina and 15 Life if the Magi uses all fifteen slots. If the spell is interrupted, the caster loses a third of the Stamina and Life invested. The spell is also an Area of Effect spell, reaching two feet for every slot invested as radius. (Maximum: 30 foot radius) Every slot invested is a potential of five damage. Meaning the total potential maximum damage is seventy five Life instead of the normal fifty. The roll to strike the opponent is as normal. The roll for damage is as follows:
!dmg ### ### @150%
After a successful casting, the Magi cannot use this spell again for five rounds.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Fri Apr 12, 2013 12:51 pm

and now this spell has been given the rubber stamp of approval.
hopefully it will be given the consideration I believe it deserves.

Magus Sphere

Anywhere Spell

Chimerical Conduit
Level required: 40
Class required: Magi
Casting method: other
Defending method: other
Requirements: Magi X7

Description: This spell is almost identical to the incantation pure mages use to summon a magical portal. Sure, the runic gestures are different and the words recited are far from similar, but the end result is the same. The spell's appearance is different as well, for instead of a hovering oval, the conduit looks like a true "gate," mostly to the memory of the Magi themselves. Just because the Magi are "made of sorcery itself" does not make the spell any easier for them to cast than a regular mage.

:MECHANICS: To cast this spell the Magi is required to spend a total of five full uninterrupted rounds casting. During this time, the Magi can neither attack nor defend. If the Magi is knocked out or takes more than ten points of damage or adverse affects from an offensive spell or attack, the spell will be cancelled. If they are successful, the conduit will be opened. Only one person, including the Magi themselves, may pass through the conduit per round. To keep it open, each round fifteen Stamina must be spent maintaining the conduit. The portal may travel up to fifteen miles. At level fifty, the new and final maximum is twenty miles. The destination site must be a well known location to the Magi. When arriving anyone traveling through the conduit rolls a !r100. If the results are 99 or 100 they will lose half of their current hit points reflecting a landing too high up and falling and being damaged. Spells like feather fall and the like may not be used to offset this danger as the Magi is disoriented their first round on arrival and unable to cast.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Sun May 12, 2013 1:02 am

and the last one from me for the Magi for a while I believe...

Magus Sphere
Battle Spell

Conjured Colivia
Level required: 15
Class requred: Magi

Casting method: !ranmagatk
Defending method: !ranmagdef

Description: This was a spell developed originally by the "rogue Magi" and then adopted by others. A useful way to contain wild beasts or opponents, the Conjured Colivia spell brings down and around a magical cage with both top and bottom to contain one's prey. Even as the mystical bars entrap their opponent, the Magi is unable to do anything more than concentrate on maintaining his grip on the trapped opponent, mystically speaking. (The Magi may physically or magically defend, but cannot use any other spells at this time.) Any successful attack on the Magi dispels the Conjured Colivia and will disorientate the Magi so much at his opponent will find himself able to flee or attack whether the Magi wishes it or not.

:MECHANICS: This spell takes two turns to cast. If interrupted, the Magi loses ten Stamina. The spell costs the standard offensive magic amount. The basics function similar to the Air Mage's Lightning Bind spell, except with a twist. A standard Ranged Magical Attack and Defense set of rolls are required. This spell can entrap a certain number of people within, equal to the Magi's current multiplier. (e.g. Magi x3 = three people can be held within.) Those opponents who fail their roll are immediately trapped within a magical cage. Those who pass their roll are assumed to have dodged out the way in time. Each round thereafter, those trapped are allowed to roll another Ranged Magical Defense against the original Ranged Magical Attack. Any who succeed break free of the cage, and are able to act (or react) as normal in the next round. The Magi themselves loses 1 point of Stamina for every 3 slots of Conjured Colivia expended in their original Ranged Magical Attack roll, at the start of every round they still have someone within the magical cage. Neither Magi nor opponent may roll to regain Stamina while this spell is in effect.

While within the cage, the victim gains a defense bonus equal to the amount of slots the Magi used to cast the spell. The victim, in turn, is unable to attack anyone until they free themselves of the magical cage.


This spell has been vetted by Miyuka as being ready to be officially reviewed by the development team.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby miyuka on Sat Sep 14, 2013 6:20 pm

Earth Sphere

Spell Name: Seismic Strike
Level required: 10
Casting method: ranmagatk
Defending method: ranmagdef
Description: Earth Mage x1
Class Restriction: Earth Mage

Description:
The earth and any fairly solid surface is only a medium for the Earth Mage to transfer her power, a single strike at a wall or stomp on the floor enough to send a shockwave through their surroundings. The true frightening part of this ability however is that the worst of it can be directed to a single point, usually inside their opponent, though the shaking can be felt by anyone nearby. At 15 slots skill is mastered enough that the shockwave can be briefly send through air to hit distant opponents not connected to a solid surface.

:MECHANICS:
A simple !RanMagAtk +Slots. Deals normal damage to the target.
Anyone nearby rolls RanMagDef against the same roll. Taking 1 damage per time the caster has selected Earth-Mage.
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Re: Spells to be looked at by Dev

Postby RedRaven on Thu Oct 02, 2014 12:16 am

This was "rubber stamped" over a year ago. Wanting to ensure that it gets sent up and looked at.


Spirit Sphere

Spell Name: Spirit Tongue
Level Required: 5
Casting Method: Other
Defending method: None
Description: Shaman x2

Description: There are shamans who speak nearly every language. If a shaman wishes to understand what someone who is speaking another language they must find a spirit which speaks both. Spirits who are willing to help may not speak both languages.

Mechanics: Roll 1d10, with an Even number the spirit is able to translate for the language. On an odd number the spirit is willing but whispers nonsense.
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Re: Spells to be looked at by Dev

Postby Amara on Thu Oct 02, 2014 4:10 pm

We are currently working on Divine Sphere.

When Spirit Sphere comes around, remind us again.
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Re: Spells to be looked at by Dev

Postby Naomi on Sun Oct 20, 2019 3:29 am

EDIT VERSION : FINAL
Spell Name: SPIRIT TUG
Level required: Necromancer x5
Casting method: ranmagatk
Defending method: ranmagdef
Description: Necromancer x5
Class Restriction: Necromancer (spirit sphere?)

Description:

With a few murmured words and a wave of the hand the necromancer can try to tug at the personal spirit within someone. It would be similar to reaching out and grasping hold of their very inner being. With success the necromancer can then try to tug the spirit out of the body and do damage to their very life force.

Mechanics:

Roll as usual with a spell plus the level of spell.(ranmagatk vs ranmagdef) Upon grasping the soul the necromancer would then roll normal damage to decide how much life force they pull out of the victim. On a miss the person breaks free. If successful in grasping, the atk vs def rolls will continue until either the victim breaks free with the damage given or they die, which ever comes first (duration of scene only counts as one useage). This spell because it utilizes so much personal power can only be used twice a day. If a necromancer successfully tugs a soul free the body dies and must be resurrected in a normal manner with the soul being called back to the body.
Because I am one with the taker of life, and I love pain and suffering, misery and death as it loves me. These are things I am not willing to give up, if death is release then let it never find me so I may live long and suffer much.
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