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 Nov 07, 2012 1:12 pm

Just recently approved for the next stage of development by Miyuka:

Out Of Battle Spell

Illusionary Animal:
Level required: 5
Class required: Magi, Mage, Entertainer, Bard

Casting method: other
Defending method: none
Class restrictions: Bard, Entertainer, Mage, Magi – X2

DESCRIPTION:

By use of this spell a caster can create a basic type of natural animal that can look as they remember or have been shown specific images of. Dragons, spirettes, and other magical creatures or races cannot be created using this spell.

MECHANICS: This costs an immediate 5 stamina and 5 more if the caster at the appropriate level chooses to create another illusionary animal. The spell will last for a number of actions equal to the casting roll (close magic attack). The "summoned" creature can continue doing things even if it has left the sight of the caster, but will still disappear when the spell expires. Any attacks against the illusion will pass through harmlessly, because after all, it is an illusion. Once struck, the creature will vanish into nothingness. However, if you create your illusions to look like an exact copy of a creature (like someone's familiar), anyone looking at them can try to spot the differences. If the caster and illusions are in range when an Area of Effect spell is cast, the caster rolls their normal magical defense, while all illusions are dispelled immediately. As well, the illusionary animal may pass through solid objects within the Caster's line of sight.

When the Caster reaches x3 in their chosen main class, they may then choose to add sound to the creation and not just the image of it. And if the Caster has x5 in their chosen main class, may the caster create two of the illusion animals.
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 Dec 04, 2012 2:21 pm

Latest spell approved by Miyuka to hit the second stage for improvements and inclusions":

Anywhere Spell

Sphere: Illusion
Name: Trick of the Eye
Level required: 10
Class required: Magi, Mage, Entertainer, Bard
Requirements: Distraction

Description: This is a simple spell that causes someone to see something at the edge of their vision that would catch their eye or make them want to turn and pay attention. Perhaps it’s a curvaceous figure, or the glinting of sun from a blade. Whatever shape the distraction takes, if it’s successful then it steals their attention for a few seconds, allowing someone time enough to recover or make their escape.

Mechanics: The caster performs a standard ranged magical attack, though no damage is done if it is successful and instead the opponent is “distracted” for one round. This means that they will not be able to attack on their turn, or recover... essentially their attack turn is “skipped”, however they can otherwise act normally for the sake of defending. This spell affects everyone within a ten foot radius. If the caster of this spell is crazy enough to try to attack after using this spell, they automatically go last for the duration of that combat scene. The spell can only be used once per scene.
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 RedRaven on Wed Dec 05, 2012 2:51 am

mozenwrathe wrote:Just recently approved for the next stage of development by Miyuka:

Out Of Battle Spell

Illusionary Animal:
Level required: 5
Class required: Magi, Mage, Entertainer, Bard

Casting method: other
Defending method: none
Class restrictions: Bard, Entertainer, Mage, Magi – X2

DESCRIPTION:

By use of this spell a caster can create a basic type of natural animal that can look as they remember or have been shown specific images of. Dragons, spirettes, and other magical creatures or races cannot be created using this spell.

MECHANICS: This costs an immediate 5 stamina and 5 more if the caster at the appropriate level chooses to create another illusionary animal. The spell will last for a number of actions equal to the casting roll (close magic attack). The "summoned" creature can continue doing things even if it has left the sight of the caster, but will still disappear when the spell expires. Any attacks against the illusion will pass through harmlessly, because after all, it is an illusion. Once struck, the creature will vanish into nothingness. However, if you create your illusions to look like an exact copy of a creature (like someone's familiar), anyone looking at them can try to spot the differences. If the caster and illusions are in range when an Area of Effect spell is cast, the caster rolls their normal magical defense, while all illusions are dispelled immediately. As well, the illusionary animal may pass through solid objects within the Caster's line of sight.

When the Caster reaches x3 in their chosen main class, they may then choose to add sound to the creation and not just the image of it. And if the Caster has x5 in their chosen main class, may the caster create two of the illusion animals.


May it be possible to toss Shaman in here as well? It too is one of the "Base" magic classes. The Shaman could potentially use the spell to mimic a Spirit representation for others while they are doing their rituals/ceremonies.
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Re: Suggestion for Submissions

Postby miyuka on Wed Dec 05, 2012 3:50 am

No. Shaman have acess to spirit sphere only. Well spirit and racial, but you get my drift.
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Re: Suggestion for Submissions

Postby mozenwrathe on Thu Dec 06, 2012 1:35 pm

And so far, this is the latest one to be finalized. Please note, quite a few of these spells recently posted I had no part in the original creation of. Meaning other players =are= welcomed and encouraged to post up their concepts and see how far they can get with them.

Battle Spell

Squeezing Sortilege
Level Required: 20
Class Required: Magi
Casting Method: ranmagatk
Defending Method: ranmagdef

Description: Magi x4

The Magi makes an arcane gesture and channels a streak of magical force at their opponent. The magic would then wrap around their victim, visible perhaps to those attuned to sorcery and definitely to other Magi. The magic would then tighten around their victim like a sorcerous serpent, slowly trying to squeeze the life out of the person. The force would be enough to inhibit movement partially, as well as inflict physical damage to their victim.

Mechanics: The Magi would roll a standard !ranmagatk against their victim's !ranmagdef. If the Magi won the roll, halved damage is rolled. The spell lasts one round for every three slots in the spell used. Meaning the spell has a maximum of five rounds. The victim would be able to move, but only at half of their regular ability. (All attack and defense rolls are halved. Successful damage rolls are unaffected.) This spell does not inflict crushing damage on the victim's actual items. As well, this spell can only be used once on an opponent at a time. This spell also can only be used successfully on an opponent once per combat scene. This means two or three Magi cannot cast this spell on a singular victim. For a very large creature like a dragon, a few Magi can each use the spell on a specific body part.


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(as for RedRaven's desire for something akin to Illusionary Animal being suggested for the Shaman class, perhaps after the current collection of spells being worked on in there have been looked over I can start something there.)
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 Mon Dec 10, 2012 9:29 pm

Hot off the presses! Miyuka's rubber stamped this one to be reviewed by the development team.

Hedge Defense
Level Required: 15
Class Required: Druid
Casting Method: clomagdef
Defending Method: clomagdef
Restrictions: Druid X3, Wooden Sword (5 slots), outdoors only

Description: Another of the many defensive spells utilized by the Druids and their leaders, this conjuration does not requires the Druid to maintain contact with a living or dead tree of any kind. Unlike the spell Bramble Coat, this incantation draws upon the knowledge of the Druid to summon plant life into a solid form, just like creating a Wooden Sword. However, what occurs is that shrubbery and hedges literally tear themselves up from the ground to wrap themselves around the body of the Druid like coils. They are not barbed, nor are they rooted to the ground itself, so the Druid may move freely.

:MECHANICS: This spell lasts for one round for every time Druid has been taken. (Therefore, a pure Druid at X7 would have this spell last for seven rounds.) For every 3 slots of this spell, 1 points of damage is removed from any and all damage rolls. This spell can stack with other defensive effects, but it does not add to the Druid's defense rolls. This spell may only be cast once per combat scene.
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 Mon Dec 10, 2012 9:32 pm

And one more that has been set for review. I am sure that the Warrior Mage contingent will be pulling for this one. And there may be another one similar to it coming if the revisions make enough sense.

Blast Of The Four Points:
Level required: 30
Class required: Warrior Mage

Casting method: !ranmagatk
Defending method: !ranmagdef

Description: Warrior Mage X3

Description: One of the ultimate expressions in the art of the spell-wielding swordsman, this spell was the first attempt by a group of Warrior Mages to create a spell that struck numerous enemies. After watching the raw power that a Fire Mage could summon, a few wise Warrior Mages experimented with different spells. This was the result. (Yes, there were a few pure Mages that helped.)

The spell sets forth a salvo of magical bolts from the caster's fingertips. Each one of these bolts is capable of targeting a different opponent. Depending on how well the spell is known, anywhere from one to three bolts of arcane energy can be sent flying at once. Due to the nature of the spell, however, no more than one arcane bolt may targeted upon the same person. However, should the Warrior Mage end up facing a larger-than-humanoid creature, such as a wyvern or dragon, one streak of magic may be targeted at each individual section of the beast's form, peppering the creature with multiple blasts.

:MECHANICS: For every five slots of the spell learned, the caster can cast one additional arcane bolt from her fingertips, up to a maximum of three bolts at 15 slots. An opponent may be targeted with one singular bolt per casting of this spell, so this spell is best saved for when facing more than one opponent. Starting stamina cost is 1 plus 1 for each slot used plus 2 points for each bolt used, so a full 15 slot spell with three bolts would cost (1 + 15 slots + 3 bolts x 2) 22 stamina. Each bolt requires separate rolls to attack. A !ranmagatk +slots is used for the attack. Regular damage is rolled for each bolt.
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 Dec 12, 2012 4:00 pm

...

(the spell that was once here is undergoing revisions. it will be reposted once it is completed again.)

viewtopic.php?f=42&t=8338

Anywhere Spell

The Second Wind

Level required: 16
Class required: Healer
Casting method: other
Defending method: other
Class Restriction: Healer x3

Description: In any kind of battle or every day activity one thing comes up in need: energy. Healers through their meditative techniques have learned how to give this inner strength to others. When this spell is used by a Healer, the caster gathers the energy around him and stores it within their body. They are then able to place this "breath" or "energy" as it were into another living being.

:MECHANICS: The caster must be in line of sight of the people receiving this spell, or it fails and the Healer has used their own stamina for nothing. The Healer is also not able to attack for one round after the spell is cast. This spell restores 1 stamina for every five slots of the target's stamina at the beginning of every turn until the spell wears off. The spell works on the following amount of people per casting:

Healer x3 = 2 people ::
Healer x5 = 3 people ::
Healer x7 = 4 people ::


As of January 06 2013! Whoo!
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 Dec 18, 2012 5:29 pm

For those who were interested, this is the updated version of the previous spell I posted, being "The Second Wind." Please note, I would be making a suggestion that the boosted version be only available to pure Healer class individuals. So there would be a reason why one would, in fact, just stay as a Healer instead of going off to become another secondary class.


Anywhere Spell

Breath From The Heavens

Level required: 32
Class required: Healer
Casting method: other
Defending method: other
Class Restriction: Healer x5
Requirements: The Second Wind, Re-Growth - 5 slots

Description: Much like The Second Wind, this spell gives back a person's stamina. This spell does not heal wounds or return missing limbs to a person. As powerful as it may be, it was created for those Healers who serve in battle encampments to give soldiers enough of their inner strength back to charge into skirmishes almost fully renewed. Mainly used for an army's champion, the spell has other practical uses as well.

:MECHANICS: The caster must be in line of sight of the person receiving this spell, or it fails and the Healer has used their own stamina for nothing. The Healer is also not able to attack for one round after the spell is cast. This spell restores 2 stamina for every three slots of the target's stamina at the beginning of every turn until the spell wears off. The spell lasts 1 round for every level of Healer the caster has. (exampli gratias: Healer x3 = three rounds.)

The spell is able to emcompass multiple people, but those people have to be fairly close by. The spell may aid up to three more people of the Healer's choosing, based on the number of slots the Healer has put into the spell. The rate is as follows:

One slot to four slots = 1 person
Five slots to nine slots = 2 people
Ten slots to fourteen slots = 3 people
Fifteen slots = 4 people.

For every person above the first, the Healer would be expending an additional three Stamina total. So if they were aiding four people, there would be the regular usage of Stamina, plus another nine Stamina. The Healer does not have to use up to their maximum. So even at the highest level, they can choose to help just one person.



(the spell that was once here is undergoing revisions at this present time. for those interested, please see the following link and post.)

viewtopic.php?f=42&t=8338
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 Dec 18, 2012 5:42 pm

Warrior Mage spell. Going with this version to be looked at by the development team.

Eldritch Stormbolts:
Level required: 45
Class required: Warrior Mage

Casting method: !ranmagatk
Defending method: !ranmagdef
Requirements: Stun Bolt - 5 slots, Blast Of The Four Points - 5 slots

Description: This is the advanced version of Blast Of The Four Points. The Warrior Mage, mixing their knowledge of a few spells, creates something stronger than before. Now do the bolts do more than damage: they can knock someone over like a mighty fist striking someone in the chest.

The spell sets forth a salvo of magical bolts from the caster's fingertips. Each one of these bolts is capable of targeting a different opponent. Depending on how well the spell is known, anywhere from one to three bolts of arcane energy can be sent flying at once. Due to the nature of the spell, however, no more than one arcane bolt may targeted upon the same person. However, should the Warrior Mage end up facing a larger-than-humanoid creature, such as a wyvern or dragon, one streak of magic may be targeted at each individual section of the beast's form, peppering the creature with multiple blasts.

:MECHANICS: As the Stun Bolt spell, starting with one bolt. For every five slots of the spell learned, the caster can cast one additional arcane bolt from her fingertips, up to a maximum of three bolts at 15 slots. An opponent may be targeted with one singular bolt per casting of this spell, so this spell is best saved for when facing more than one opponent. Starting stamina cost is 1 plus 1 for each slot used plus 3 points for each bolt used, so a full 15 slot spell with three bolts would cost (1 + 15 slots + 3 bolts x 3) 25 stamina. Each bolt requires separate rolls to attack. A !ranmagatk +slots is used for the attack.

The victim, however, is also stunned by the force of the bolt. Not quite as effective as a normal stun bolt itself, the target is stunned for 1 round per 5 slots put into the spell. While Stunned, the victim may not commit any offensive actions, but may still defend as normal, including if they wish to activate defensive spells, evade or stumble away. This spell is instantly canceled by the spells 'Cure the Senses' and Purifying Rhythm', just like a regular Stun Bolt. The effects of the spell on the victim are immediately broken if they are subject to any form of attack - magical or physical.
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 Dec 26, 2012 5:08 pm

Illusion Magic Spell Suggestion.

Anywhere Spell

Illusionary Form
Level required: 10
Casting method: other
Defending method: none

Description: At time of casting, five Stamina are spent. What this spell does when cast is allow the user to appear as another race. The race is chosen at the time of casting. The spell does not make the person smell or sound any different. Such things would have to be done in a different fashion. The spell will only allow one to change how they appear to others from half to double of their original size. (For example, a human could make themselves look like a dwarf or a wolven, but not a pixie in pixie size or a troll.) Although their shadows would look like the new race, their footprints (if they make any) would not.

This spell will not be disrupted in combat until the caster is knocked out or it is dispelled. However, the caster will spend an extra Stamina for all their actions while this spell is in play. The spell will allow for a perfect representation of another race, but the features of that race (gills, wings, et cetera) would not work.
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 RedRaven on Thu Dec 27, 2012 3:33 am

miyuka wrote:No. Shaman have acess to spirit sphere only. Well spirit and racial, but you get my drift.

Why not make it a common sphere spell and allow Shamans access to it as well? It seems to me that it would not be a problem as the Common Sphere is the only common sphere between Magi, Mage, Entertainer, and Bard.

Entertainers have access to the Common, Symphonic, and Racial
Magi have access to the Common, Illusion, Racial, and Magus
Bards have access to the Common, Symphonic, and Illusion
Mages have access to the Common, Arcane, and Racial

Out Of Battle Spell

Illusionary Animal:
Level required: 5
Class required: Magi, Mage, Entertainer, Bard

Casting method: other
Defending method: none
Class restrictions: Bard, Entertainer, Mage, Magi – X2

DESCRIPTION:

By use of this spell a caster can create a basic type of natural animal that can look as they remember or have been shown specific images of. Dragons, spirettes, and other magical creatures or races cannot be created using this spell.

MECHANICS: This costs an immediate 5 stamina and 5 more if the caster at the appropriate level chooses to create another illusionary animal. The spell will last for a number of actions equal to the casting roll (close magic attack). The "summoned" creature can continue doing things even if it has left the sight of the caster, but will still disappear when the spell expires. Any attacks against the illusion will pass through harmlessly, because after all, it is an illusion. Once struck, the creature will vanish into nothingness. However, if you create your illusions to look like an exact copy of a creature (like someone's familiar), anyone looking at them can try to spot the differences. If the caster and illusions are in range when an Area of Effect spell is cast, the caster rolls their normal magical defense, while all illusions are dispelled immediately. As well, the illusionary animal may pass through solid objects within the Caster's line of sight.

When the Caster reaches x3 in their chosen main class, they may then choose to add sound to the creation and not just the image of it. And if the Caster has x5 in their chosen main class, may the caster create two of the illusion animals.
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Re: Suggestion for Submissions

Postby RedRaven on Thu Dec 27, 2012 3:36 am

Out of Battle Spell

Spirit Sphere

Spirit Tongue

Level 5

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: Suggestion for Submissions

Postby mozenwrathe on Wed Jan 02, 2013 3:38 pm

Most recent spell approved for the next stage:

Racial Spell

Dwarven Battle Hymn
Level: 10
Race required: dwarf

Casting method: other
Defending method: none

Description: Something many dwarves do not tell their "fellow man" is that within some clans and guildhalls, more than stories are shared. The lorekeepers and sages of the dwarven race also tell of songs that can strengthen the already stout of heart and form. Chants that give old bones the stamina to lift their shields high once again against the hordes.

:Mechanics: This hymn costs an immediate five stamina to use, and cannot be gained back through magical means. Defense is dealt with as normal. The hymn lasts one round of combat for every five levels of the dwarf, up to ten rounds at level fifty. The hymn gives a +1 defensive bonus for every ten levels of the dwarf, up to +5 at level fifty. To gain these bonuses, the dwarf has to have three slots for every +1. That would mean at 15 slots, they will have the +5 bonus to defense which is stackable on other defensive bonuses.
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 02, 2013 3:42 pm

One more for the approval listing:

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.


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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