Proposal: Shadow Strike (Illusion: Combat)

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

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Proposal: Shadow Strike (Illusion: Combat)

Postby Sanjin Koukyu on Mon May 01, 2023 7:24 pm

Arcana Sphere Spell

Name: Shadow Strike
Spell Type: Battle
Level Required: 5
Class Required: Mage, Magi
Casting Method: clomagatk
Defending Method: clomagdef

Description:
An illusionary weapon created by shadowstuff, to be wielded in one or both hands to strike at the target. The weapon might be an illusion, but it’s made of living darkness, so can still deal very real damage.

Mechanics:
When conjured up, the weapon that the caster creates can look like anything, so long as it doesn’t exceed a short sword in size. The weapon summoned may look like any moderately sized melee weapon, but is quite obviously made out of shadowy substance, lending it a mottled black and gray color scheme appropriate its shadowy appearance.


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Rational: If an Illusionist (or anyone capable of using Illusion sphere spells) can cast a Shadow Bolt, I couldn't imagine that they couldn't also create melee-styled shadowy weapons to allow for close magical combat for those that wish to partake in it. The original Shadow Bolt lends itself to a lot of roleplay potential, and I feel that a clomagatk version of this spell would also do so for those pure-casters who, perhaps, don't feel a desire to have physical weapons (outside of Special Items).

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Conversely:

Shadow Strike:
Level required: 2
Class required: Mage, Magi
Casting method: ranmagatk or clomagatk
Defending method: ranmagdef or clomagdef

This illusionary attack is wielded by the caster, either by launching the shadowstuff at the target in whatever shape or form they want, or, creating weapons of the living darkness. The bolt might be an illusion but it's made of the shadowstuff so can still do damage.

:MECHANICS: When summoned, the darkness can either be wielded or launched, but can be no larger than a short sword or cantaloupe in size. Damage profile is chosen upon casting and defense is appropriate to casting . Keep in mind that this is a spell of conjured shadow, so maintains a coloration of mottled grays and blacks, making them impossible to be seen as anything other than shadowstuff.

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This version is merely a rewrite of the original spell so that it can be used as either ranmag or clomag, due to the flexibility afforded illusions, requiring no additional coding to add a brand new spell, merely modifying what's already there. Also, noticed that there's Mage/Magi requirement, but there was a little snippet saying 'Mage, Magi, & Nature (Assuming druids?), so removed Nature. Seems like a lot of spells under the Illusion Sphere have this hiccup, whether they're supposed to have Druids listed in Class restrictions or the 'Nature' aspect is older information that was removed.
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Re: Proposal: Shadow Strike (Illusion: Combat)

Postby miyuka on Wed May 17, 2023 6:41 pm

so when it comes to weapon summoning spells somethign like flame whip comes to mind from the fire sphere:

Flame Whip:
Level required: 10
Class required: Fire Mage
Spell prerequisites (must have all of): Unigo Key level 1
Casting method: clomagatk
Defending method: clomagdef

Description: Fire mage X1:

Another of the basic conjurations learned by the Fire Mage, this spell creates a length of flame, thin and long in length. It is mainly used as a weapon in close combat, the Fire Mage lashing out with the Whip at any who come too close. Due to the magical nature of its creation, the whip can do considerably more damage than a true whip.

:MECHANICS: Upon casting this spell, the whip forms. A strike of the whip is determined by a !clophyatk with a +1 Atk per 3 slots put into the spell. Because its a physical strike, armor modifiers 'do' count against this spell; however, if successfully hit by the weapon, the opponent suffers +1 point of fire damage per times Fire Mage is taken. The whip can exist for one round for every slot used. Stamina cost is normal for the initial casting, with normal stamina cost for every round used per the physical attack rules.


despite what the casting and defending method say, when you attack with the fire whip it's like a physical weapon, to include the expenditure of stamina just being standard. The initial casting of it, of course still comes with the need to spend more stamina like a normal spell. The benefit being that you now have a weapon that does extra damage (that counts as fire) whenever you hit for each time you pick firemage. The slots used determine how long the whip sill last.


So getting back to your ideas, you'd have to determine if the weapon strikes in a physical manner or a magical manner, what the stamina cost should be per swing of the weapon, and if there's any bonus (which there should be as you do take a turn to summon these things) to either hit or damage. Given the illusionary nature of it I think it should definitely do magical damage and thus ignore standard armour mods (but obviously not magical ones). Standard damage with a bonus to hit the opponent either in the form of modifiers or percents could work either based off times class taken or slots, and lastly a duration of some kind. This is all just suggestion and not a hard it has to be this way.
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Re: Proposal: Shadow Strike (Illusion: Combat)

Postby Sanjin Koukyu on Thu May 25, 2023 3:39 pm

Name: Forged Shade
Spell Type: Battle
Level Required: 5
Class Required: Mage, Magi
Casting Method: clomagatk
Defending Method: clomagdef

Description:
An illusionary weapon created by shadowstuff, to be wielded in one or both hands to strike at the target. The weapon might be an illusion, but it’s made of living darkness, so can still deal very real damage.

Mechanics:
When conjured up, the weapon that the caster creates can look like anything, so long as it doesn’t exceed a short sword in size. The weapon summoned may look like any moderately sized melee weapon, but is quite obviously made out of shadowy substance, lending it a mottled black and gray color scheme appropriate its shadowy appearance. Upon casting this spell, the melee weapon of choice takes shape from the shadows. The strike’s damage is determined by !clophyatk, with +1 atk every 3 slots put into the spell. As it is a physical strike, armor modifiers count against the spell. The Shadow Strike exists for one round for every slot used, with normal stamina cost for every round per physical attack rules.

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Decided that with the inclusion of the clophysatk rules, making it a brand new spell would be better than tacking on to an already approved spell, seeing no reason to make it even more complicated. Also, renamed it, since Shadow Strike implies a magical attack (like Shadow Bolt) rather than creating a melee weapon out of tangible darkness.

The flame whip has the added fire damage, but is also is earned at level 10 and when the user takes an advanced class, so this spell is something of a precursor that nearly anyone can use. Question that begs to be asked is what is the upper limit of what sort of weapon the
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Re: Proposal: Shadow Strike (Illusion: Combat)

Postby miyuka on Thu May 25, 2023 8:37 pm

your post cuts off what were you asking at the end?
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Re: Proposal: Shadow Strike (Illusion: Combat)

Postby Sanjin Koukyu on Fri May 26, 2023 2:23 am

whoops!

On what sort of weapon size they should be allowed to be.

Since they all do the same damage, regardless of 'size' given their magical nature, should they be allowed to make any sort of purchasable weapon? A, B, C, or D classes? Or limit it to perhaps C since they're on the upper level of the 'small' scale?
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Re: Proposal: Shadow Strike (Illusion: Combat)

Postby miyuka on Tue May 30, 2023 2:45 pm

Limiting it to look like weapons from already existing ABCD weapons makes the most sense as you'd start to get into Special Item territory for more specialized things even if it is just for looks. Miyuka's combat fans come to mind. You have the limit factor of sized already built it, so that's good to go as is. Limiting the choices to the weapon list further gets the point across.
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