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Are new spells needed?
Poll ended at Sat Sep 27, 2003 2:36 pm
Yes 44%  44%  [ 4 ]
No 11%  11%  [ 1 ]
Perhaps 33%  33%  [ 3 ]
What about old spells? 0%  0%  [ 0 ]
What spells? 11%  11%  [ 1 ]
Total votes : 9
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 Post subject: New spell ideas
PostPosted: Sat Sep 13, 2003 2:36 pm 
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Uruivellas

Joined: Sun Jul 06, 2003 10:04 pm
Posts: 924
Location: A mountain range east of Bree
Ideas for new spells:

Channel Energy (Mana, 10)
Restores your spell points, giving back (2 * spell level)/3 percent of the spell points that you have lost.
This spell cannot be cast while stunned (!).

Waves of Fire (Fire, 20)
Emits waves of flame every turn, for an amount of time depending on spell level.
At level 30, it creates waves of GF_GREAT_FIRE.
The damage and speed of the waves increases with spell level.

Hurricane's Furry (Air, 20)
Creates an expanding whirlpool of turbulent air, which tosses monsters around in a spiral pattern. (Direction of spiral chosen randomly.)
At level 25, it can be aimed.
(Note: Uses new flag, GF_WIND - basically GF_GRAVITY + GF_SOUND.)

Downburst (Air, 15)
Summons up a crushing downward wind, squashing your foes into pancakes.
(Notes: Uses new flag, GF_DOWN_WIND - GF_INERTIA + GF_SOUND; crushes trees; uses the same kind of "fast wave" project_ flag as 'Waves of Fire', but uses faster waves.)

Whirlpool (Water, 25)
(Insert description here - it's the player version of the Water Hound spell.)

Shatter (Same as Fubar Obfusco's 'Deadfall', just with a better name. Also, you can't use it on doors :wink:

Heal Mind (Mind, 10)
Increases your sanity regeneration rate by a large amount.*

Anyone got any others?

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 Post subject:
PostPosted: Sat Sep 13, 2003 3:43 pm 
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Thalore

Joined: Sat Mar 08, 2003 4:35 pm
Posts: 145
Blood Bondage
You lose 1d(lvl) + lvl hp
All monsters withing a radius of (slvl/8)+2 act as though hit by a sharp weapon which makes them bleed.

Blood Golem
Summons a golem ala Fire Golem
When the golem dies, you lose a bunch of life. Formula to be determined.

Globe of Dark (School: Mind/Udun??)
Attempts to blind, confuse, stun and scare all monsters nearby.


OBTW, why does a hurricane have so much hair??


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 Post subject:
PostPosted: Sat Sep 13, 2003 4:54 pm 
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Keeper

Joined: Tue Aug 12, 2003 3:08 pm
Posts: 1537
Location: The edge of the Abyss
Okay, Tachyon, all these spell ideas are great, but I think that some like the Waves of Fire spell need to have the spell level a little bit higher. Also, Channel Energy should penalize you at least a little bit with your health.

Other than that, I think these ideas are great. :wink:

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 Post subject:
PostPosted: Sat Sep 13, 2003 7:43 pm 
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Uruivellas

Joined: Sun Jul 06, 2003 10:04 pm
Posts: 924
Location: A mountain range east of Bree
Channel Energy can't be cast while stunned, even to the slightest degree. It also (new thing) can only be cast once every ten thousand turns.

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 Post subject:
PostPosted: Sat Sep 13, 2003 7:55 pm 
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Sher'Tul

Joined: Tue Jan 28, 2003 9:02 am
Posts: 1087
Location: Somewhere west of Nevada...
Tachyon wrote:
Channel Energy can't be cast while stunned, even to the slightest degree. It also (new thing) can only be cast once every ten thousand turns.



Maybe it should have a chance to confuse you?


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 Post subject:
PostPosted: Sat Sep 13, 2003 8:00 pm 
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Uruivellas

Joined: Sun Jul 06, 2003 10:04 pm
Posts: 924
Location: A mountain range east of Bree
Okay, then, only spell level / 2 percent of lost mana restored.

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 Post subject:
PostPosted: Sat Sep 13, 2003 9:43 pm 
As far as new spells go, one thing I think it'd be neat to see is more 'magic group' skills (like Geomancy, though definitely not as powerful) tying some of the other realms together... though I'm sure that's by no means a new idea. :)

Anyway... here's a few ideas of mine. I'm largely guessing at the appropriate spell levels... should I assume the player will have a Spell Power skill equal to his realm skill, or pretend as though he might not?

Dust Devil (Air, 15) (perhaps should be Air and Nature?)
Creates a small whirlwind, a randomly moving "monster" that displaces and is displaced by other monsters (rather than attacking). Whirlwind has a duration based on spell level, and has a 1-radius aura of spinning debris that has a chance of causing blindness (think player with low level Ice Storm).
At spell level 12, aura also causes small amounts of damage.
At spell level 24, aura can also cause cuts.

Destabilize (dual school Earth and Conveyance 18)
Sends a wave of distortion through the surrounding earth, breaking loose bits of dirt and stone and teleporting the rubble into an empty space next to the caster (in other words, creates an ordinary pile of rubble)
At spell level 10, can be cast on top of a monster, knocking it back and causing crushing damage.
At spell level 20, can be cast anywhere within line of sight.

Deflection Shield (dual school Mana, Meta 25)
Creates a convex plane of magical force that deflects projectiles aimed toward the caster, with a duration based on spell level. (should perhaps have only a chance of deflecting? Being briefly immune to arrows, bolts etc. doesn't seem too powerful given that two schools are required, but...)
At spell level 8, projectiles ricochet and can hit adjacent targets (how hard would this be to program, given that code for ricocheting arrows already exists?)
At spell level 12, provides resistance to shards as well.
At spell level 16, provides some protection against breath attacks.
(Also, is this too similar to Demon Cloak?)

Age Creature (Temporal, Necromancy 20)
Inflicts the frailties of old age upon a creature, lowering their physical stats and maximum hit points (%) as well as slowing them. Does not affect undead.
At level 10, caster can target himself to restore lost experience.

Restore Youth (Temporal, Nature 30)
Lowers a creature's effective level (no idea how this could be done; just an idea for idea's sake)

And... hmm, that's all for now I think. :)


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 Post subject:
PostPosted: Thu Oct 30, 2003 9:30 pm 
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Wayist

Joined: Tue Sep 02, 2003 8:57 pm
Posts: 17
How about:

Illuminate (Meta, 1)
Bolsters the magical properties of a light, allowing to to pierce the darkness with ease for a time.
Increases lighted radius by Spell Level/10 for Spell Level*100 turns.

I'm not sure about the duration, but I know I like to have a large pool of light around me, and this seems it could be useful without affecting game balance.


Spelltrap (Meta, 30)
Must be cast in cojunction with Spell Level/10 other spells, aka Spellbind. However, the purpose of this spell is to cancel the spells cast with it if they are directed at you, instead draining the amount of mana that the spells cost. I doubt this could be done until 3.0.0, but it sounds liek it could under GUSS< and would allow more strategy.


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 Post subject:
PostPosted: Fri Oct 31, 2003 1:33 am 
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Sher'Tul Godslayer

Joined: Sat Apr 26, 2003 7:38 pm
Posts: 1970
Location: GMT-8:00
Void Shift: (conveyance 25)
Moves you and monsters, objects, and terrain near to you to a random location in the dungeon then hits the monsters just teleported with a gravity attack. The first teleport ignores anti-teleportation. The terrain effectd is duplicated. Radius is inversely related to level but is always at least 1.

This spell is intended as a guaranteed escape, even in antiteleport fields, but with lesser efficacy in that it brings some of your enemies with you. It should also be an extremely expensive spell.

Void Block: (conveyance 20)
Tries to prevent teleportation and summoning for some amount of time. Duration and efficacy are related to level.

This spell gives you the most important effect of an antimagic field, but is of limited duration and should be extremely expensive.

Banishing: (conveyance, time 20)
Surrounds you with gravity (like ice storm)

This spell should be fairly expensive. It is intended as a defense against melee only opponents.

Chain Lightning: (air 45)
Strikes a target with electrical damage for X damage. Strikes a random monster visible to the target, prioritizing nearby monsters for 2X/3 damage, a random monster visible to the secondary target for 4X/9 damage, a random monster visible to the tertiary target for 8X/27 damage, and so on. The number of iterations and the damage both increase with level. If an empty square is targeted the first monster hit taxes X damage, the second 2X/3, and so forth and the limit on the number of iterations ignores the first iteration. (the one targeting an empty square)

This spell is deliberately intended to be able to shoot around corners, but you cannot be entirely certain of the targets.

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 Post subject:
PostPosted: Fri Oct 31, 2003 2:18 am 
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Wyrmic

Joined: Fri Sep 05, 2003 1:19 am
Posts: 210
Location: Florida
I NEED Chain Lightnign and Dust Devil!!!
Too cool :twisted: :twisted: :twisted:

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 Post subject:
PostPosted: Tue Dec 02, 2003 10:23 pm 
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Sher'Tul

Joined: Sat Sep 21, 2002 12:10 am
Posts: 1198
Location: Shadow Earth
Pooka wrote:
[snip]
Destabilize (dual school Earth and Conveyance 18)
Sends a wave of distortion through the surrounding earth, breaking loose bits of dirt and stone and teleporting the rubble into an empty space next to the caster (in other words, creates an ordinary pile of rubble)
At spell level 10, can be cast on top of a monster, knocking it back and causing crushing damage.
At spell level 20, can be cast anywhere within line of sight.
[snip]


i like this one. perhaps add, at lvl40, a small chance, increasing with level, that the monster is buried. (deals greatly amplified damage, slight ongoing damage, monsters without passwall or wall-boring are trapped, freed (if still alive) when the rubble is dug out...)

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 Post subject:
PostPosted: Tue Dec 02, 2003 10:26 pm 
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Sher'Tul

Joined: Sat Sep 21, 2002 12:10 am
Posts: 1198
Location: Shadow Earth
Atarlost wrote:

[snip]
[b]Chain Lightning: (air 45)
Strikes a target with electrical damage for X damage. Strikes a random monster visible to the target, prioritizing nearby monsters for 2X/3 damage, a random monster visible to the secondary target for 4X/9 damage, a random monster visible to the tertiary target for 8X/27 damage, and so on. The number of iterations and the damage both increase with level. If an empty square is targeted the first monster hit taxes X damage, the second 2X/3, and so forth and the limit on the number of iterations ignores the first iteration. (the one targeting an empty square)

This spell is deliberately intended to be able to shoot around corners, but you cannot be entirely certain of the targets.

i like this one, too...

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When you gaze into the abyss, the abyss gazes also into you.
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 Post subject:
PostPosted: Tue Dec 02, 2003 11:01 pm 
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Yeek

Joined: Sat Jul 19, 2003 12:03 am
Posts: 10
Meta/Udun: Forbidden Power
Spells cost sanity for d (spell level/2) turns
Boosts power of certain spells. eg.
Manathrust -> Manastorm
Quake -> *Destruction*

Earth: Animate Weapon
Turns any targeted weapon/stack containing weapons into a Blade elemental. Level of blade elemental = sum of levels of weapons in stack/5. At high level, expands into ball... Elementals retain damage branding from the weapons they are made from, and attack all targets (including you).

Air: Force Blade
Creates a temporary weapon of force in inventory of caster, which inflicts Impact type damage. (ie. knocks enemies back as well as hurting) Power of weapon is based on spell level, and diminishes over time till nothing.


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 Post subject:
PostPosted: Wed Dec 03, 2003 5:31 am 
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Wyrmic

Joined: Mon Mar 10, 2003 4:37 am
Posts: 222
I burned out my magic-school spell ideas back here: http://www.t-o-m-e.net/forum/viewtopic.php?t=1888 ... but here are some spell ideas for the gods' schools:

Wind Strike (Manwe Sulimo 15) Summons the strength and speed of the winds to aid you in combat. The forceful blast of air knocks nearby foes back, and the wind's speed grants you swiftness in combat.
At spell level 1, knocks back adjacent foes, and grants +1 blow per turn.
At spell level 8, knocks back foes in radius 2; grants +1 blow and +1 shot per turn.
At spell level 15, bonus increases to +2.
The duration of the combat speed bonus depends on piety. Extremely high piety may increase the spell's effects further.

Spores (Yavanna Kementari 6) Calls up a burst of sleep-inducing spores from the ground, sending nearby creatures back to sleep. Has no effect on purely magical creatures and ones which do not sleep, but it is notoriously effective on dragons. Note that this merely puts creatures to sleep; it does not paralyze them -- so walk quietly away!
At spell level 1, targets adjacent creatures.
At spell level 7, can be projected in a ball of radius 1.
At spell level 14, has a 30% chance of paralyzing creatures.
At spell level 19, can be projected in radius 2.
At spell level 24, has a 65% chance of paralyzing creatures.

Unassailable Might (Tulkas 35) Renders you nigh-impervious to magic, for a brief period. While this effect persists, you cannot use rods, staves, or wands; you cannot activate artifacts; you cannot cast magic spells other than from Tulkas' school. All magical effects cast against you have a 75% chance of failure; damage caused by those which hit is reduced by 50%.
This spell requires a truly remarkable amount of piety, and its duration depends upon your piety.

Tear the Void (Melkor Bauglir 35) Opens a rift in the boundary separating Earth from the Void. Each turn the rift remains open, one powerful demonic creature will cross it from Melkor's side to join you. There is a 15% chance that each creature will be hostile.
At spell level 1, the rift stays open for 2d2 turns.
At spell level 5, it stays open for 2d3 turns.
At spell level 10, it stays open for 3d3 turns.
This spell cannot be cast in the Void itself, for obvious reasons.

No, I don't have a good Eru spell yet.


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 Post subject:
PostPosted: Thu Dec 04, 2003 4:13 am 
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Archmage

Joined: Thu Dec 05, 2002 5:07 am
Posts: 427
Location: In Mirkwood, spider hunting
Chamsin of Time (Temporal- 40)

A spell that conjures a swirling sandstorm of pure time.

Damage =Spell Level*(Spell Level/10) Time Damage
Duration = Spell Level / 10 + (1d(Spell Level/5))
Effect Starts out as Targettable Ball Spell: Radius = Spell Level/15, Becomes View @ Spell Level 7.

In ADDITION to the irresistable time damage, also applies the effects of a CURSE as per the Melkor spell every turn it is in operation... This simulates the effects of rapid ageing


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