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Spells n Stuff

Posted: Mon Jul 02, 2012 5:13 pm
by Ronove
YURP

Manifest Avatar- Seriously- I want to turn into a giant waterbuffalo! Don't take this from me! This is merely a cosmetic change.. Though it might change attack ranges lbah blah blah- hard to program in- Long term idea/plan/major feature for mages obviously.

On a more serious and feasible note-

Invisibility spells- by element.

What do I mean by invisibility? I mean turning into your element and looking less conspicuous than y ou would normally by walking through an area- there are certainly limitations to each spell to be sure and no matter what- a person who turns into pure fire is going to draw looks and heretical attacks no matter what he does- so fire is out obviously but every other element has a way to move about silently/discreetly

Water- A puddle/river And/Or Mist form- for a puddle the mage would have full control of their body.. But water running up hills or inside of buildings is an obvious sign of magecraft at work- so you can only utilize a cohesive form of water when its raining outside or in a generally wet place- aka somewhere muddy- however being stealthy as a puddle of water is far easier than being stealthy as a human being- far less to hide with.

Mist- Mist would probably be another water one- however movement would be uncontrolled- its more of a quick get away than anything else- because mist moves along the wind currents- a water mage should not have control on how he moves and instead when he reforms.. Just kind randomly reforms in a random room- A blink spell if you will.

Wind- Turning into wind is basically invisibility, except that unlike invisibility everyone notices a gust of wind- however such things are incredibly natural, even when its unnatural its not automatically assumed to be a mage- a small gust of wind inside a house is totally acceptable, and can easily be blamed on an open window down the hallway or anything of that sort, so Wind users rejoice!

Earth- meld into the earth and move along- there are certain limitations to this for obvious reasons- and its the most useful I suppose in getting in and out of places- balancing issues may be needed here >.>

Fire- Yah.. no, it should be a spell just for the fact that it MIGHT come in handy.. say.. when your being burned alive but otherwise there is no point in turning into fire.. unless you want to start one.. hrm.

Combat/Practicality spells for the assorted elements- hm.. I'm not going into the obvious stuff about how to use certain spells in combat- I mean throwing fire at people is fairly obvious, same with water and bursts of air. Using stalagmite spikes to impale a dude might not be as common a concept, but its all the same- damage.

One thing I like is that fire is classified as manipulation of energy- this may seem counterintuitive but if fire mages fiddle with energy they should be able to make things cold too >.> ANYWAY.. where was I? Right.

Fire mage spells (Sucky names)
Heat target- this spell allows a firemage to increase the body temperature of a subject in such w says that it can be painful, or mildly uncomfortable! Of course the mage must remain within eyesight or some sort of reasonable distance to use such a spell- but its a great way to make someone think they are sick and caught a fever- keeping them bedridden while you 'care' for them.. great for sleazebags too when your close to your girl/guy and you want him to think he/she literally has the hots for you! Just heat em up a bit! Oh and I guess you can increase a persons temperature above 104 degrees- the point at which death at sustained levels is certain (cells begin to break down). This spell could and should be broken down into 3 variants as well- one being the roleplay cosmetic (bad or good) one being raising a fever to 104-110.. and one setting a person to 200-300- each one is slightly harder than the previous due to the amount of concentration it takes to continue using it- a slight warmth/fever requires only a slight increase in energy after all- setting someone to deathly ills to try and kill them outright instantly requires a massive influx of energy that needs to be sustained long enough for organ failure and the bodies own cooling systems to become overworked and swamped. Moving on!

Precise heating- You heat an object in a very specific manner- imagine that you are a mage at court.. and you want to make the king look like a fool and scar him for life, killing may even be a bonus! What better way to do it than to heat his crown so that it melts! HOWEVER- like a frog- if you just set the thing ablaze he would immediately throw it off- so instead you keep the base of the crown cool while you heat the top.. Turning the metal into molten slag so it drips down the crown.. and nobody would be the wiser until its too late! Psychological trauma too! Again a cosmetic rping device more than anything.. but eh! You can use it to turn an opponents weapon useless without causing them bodily harm.




Wind
Whispers of the Wind- or something? Wind magic is about perceptions.. So why not make it about investigation! There are a number of spells that a wind magic user could use to hear hush hush conversations, detect where people are (as long as they are outside), detect people (as long as there is no solid door between the individuals) If someone has passed through the area, so on and so forth. Lots of spell potential there- its like a tracking skill, a listen skill and.. Peeping skill? I don't know!

Water
Morph the form- Let water mages turn their bodies into pure water >.> Well.. Not PURE water- but let them move about their squishy bits so when someone tries to stab you- there's nothing there, only water- very fun for not getting cutdown or shot in the back! Again- this should be applicable to all forms I guess but they would all have very different practicalities.

Earth
Solidify the Form- As with the above- an earth user should be able to harden their skin with certain minerals that it forms a bit of an impromptu armor- the armor would be resistant to piercing and slashing- especially slashing- but bashing damage would remain the same- lets an earth mage turn themselves tanky!

I'm sure these are all done now that I think about it- but there is no master spell list for me to cheat off of! ;.;

Re: Spells n Stuff

Posted: Wed Jul 04, 2012 4:55 am
by Kinaed
Thank you for your ideas and suggestions! :)

I'm not sure where we sit on adding new spells at the moment since we're highly focused on fixing a lot of things that are broken. We have a list several pages long for magic, alas, so it may be awhile.

There are two invisibility-type spells in game atm, btw. :)