I need spell ideas. Besides the basic missile spells, aura (temporary bonus or curse) spells, and of course, heal, I need ideas of what magic should do. Nothing overpowered please. If you need to know, spells in my game appear in 3 flavors:
(((][))) > Light Magic - Healing, bonuses, growth, little damage
(((][))) > Chaotic Magic - Fire, damage, some bonuses, and chaotic effects
(((][))) > Dark Magic - Evil spells; curses, some damage, things that hurt you to use
Any ideas? just tell me a basic effect and I'll work it in.
--Vito
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ID:265505
Nov 4 2005, 11:54 am
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In response to Mecha Destroyer JD
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Middle Ages. No vehicles. Summon weapon is powerful... sell it for cash. Maybe summon food, though... (light spell) I'll consider summon food.
--Vito |
In response to Mecha Destroyer JD
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(((][))) > Light
- Portals - Summoning - Confusion (((][))) > Chaotic - defensive spells - Weapon buffs (((][))) > Dark - Option to specialize in 1 main sort of spells. Ex; doing a quest to get Lightning Spells as main spells, then fire,water,... are a bit weaker. Make a nice elemental system ^^ |
One thing older games used to do well was info spells, or things that tell you about... stuff. An example is a 'locate' spell, which simply tells you your coordinates; a separate 'direction' spell could also be added, if you want to split the two up. These could be used in conjunction with teleport spells, etc..
Environment manipulation might be a direction to consider. Being able to make (certain) dense turfs non-dense might be good, though the ability to make non-dense turfs dense (by growing trees or placing rocks) may make more sense logistically. |
Creation, transportation, scrying, summoning. There can also be combat abilities not directly related to damage, healing or stat raising/cursing; such as immobilization, mind affecting and invisibility.
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Enchant - apply a spell to some normal, inanimate object to create a magical weapon.
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In response to Loduwijk
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I have these stat raises and/or curses already:
Heal - Takes MP away and gives health Mystic armor - Adds defense as long as you care to spend the MP Invulnerability - massive defense bonus for 12 seconds Aura of Fire - Defense and attack bonus for as long as you spend the MP Curse - decrease of enemy max. hit for as long as you care to spend MP Poison - Damage every second or so to a target as long as you spend the MP As for summoning, scrying, and transportation, giood idea. I'll get on it. --Vito |
In response to Elation
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Thought of that already, but don't think I'll use it much.
--Vito |
In response to Vito Stolidus
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Vito Stolidus wrote:
Middle Ages. No vehicles. In the middle ages there were horses, wagons, boats, etc. Vehicle doesn't need to mean 'motor vehicle'. If there were weight restrictions something like summoning a wagon or a barge would be cool, and higher level forms of the spell could temporarily net you a horse, or a boat for a person to ride. Summon weapon is powerful... sell it for cash. Not if a summoned weapon disappeared after a period of time. |
In response to Gathin
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Yeah, I had thought of that. Possible.
--Vito |
In response to Vito Stolidus
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Vito Stolidus wrote:
Middle Ages. No vehicles. Summon weapon is powerful... sell it for cash. Maybe summon food, though... (light spell) I'll consider summon food. you could make the summoned items not sellable to NPCs. and to summon something more powerful, like a weapon, you could make other requirements besides mana or MP. if it cost a rare item to cast the spell, then you should get a powerful weapon from it. |
In response to OneFishDown
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Yeah, good idea. I'll see to something along those lines.
--Vito |
In response to OneFishDown
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I like that idea, of having a rare item and enough Mana. To make it even more difficult, add levels to the magicks, or maybe skill. Even worse yet! Add a chance that it would fail! xD That would diminsh all the hopes the player has.
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In response to Mechanios
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ha. Yes, some spells will fail at low levels. Mostly summoning, if I use that, and enchant spells.
--Vito |
In response to Vito Stolidus
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I really think you should give it some more thought. :P Morrowind uses it to great effect, and it's awesome. You can go to people and get 1. Spells made for you (custom spells with custom names = awesome =D) 2. Normal items enchanted by spells.
This leads to greater personalisation and customisation, plus awesomeness. Think about it- a really powerful mage player enchants this sword with a powerful customised spell then dies. Later on, a player stumbles across this brilliantly powerful sword and uses it to fight evil/go on a rampage killing innocents. |
In response to OneFishDown
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Yar, summoned items could disappear at midnight or be semi-dense sparkly. Or so on. :p Just like with the pumpkin chariot.
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In response to Elation
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Aha! Morrowwind was great for that (Imagine if Morrowind went online :O)
For the making spells thing: you could bring the alchemy guy, or wizard ingredients and maybe a book. (A Book, yes. you don't think Heros can remember every single spell they've learned, do you?) Ah, another idea came to mind. As with the book maybe you can put a limit on how many spell can be learned. This number would go up as your intelligence - or whatever stat you have these days - increases. So a low level player would have, say, 2 or 3 spells. A High level player would have more because he or she can remember more. You could make it insanely hard and put in a writing skill. So when your recording what do from the wizard you could fail at writing and have to do the whole thing over again. ~Dale |
In response to Mechanios
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I already have a limit on the number of spells you can have. If you learn too many you have to scrap (forget) one. I'll have some item that can contain extra spells (scroll, book) that can get by the limit, though. Enchanting I may not use because there is already a way of doing this, of sorts. Thewre are orbs that, when you bring them to a certain NPC, he will bind them to your weapons, giving them a permanent upgrade. I thought about a spell that allows you to do that yourself, though...
--Vito |
In response to Vito Stolidus
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Mayeb uh if you don't use a spell often enough you automatically forget it. Thats a bit realistic.
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Create a weapon
Create a vehicle
Maybe more later..