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Call for a few more spells
Posted: Mon Jan 25, 2010 7:07 pm
by darkgod
Hello
I am implementing lots of spells for next RFT (already 41 implemented and working ones).
I'm following a pattern of 4 spells per schools, I have found all spells for all schools but two.
I miss one Temporal and one Nature spell.
Temporal currently have:
- Time Prison: takes out the target from the flow of time, rendering it invulnerable but unable to act for a while
- Congeal Time: slows down the target
- Essence of Speed: hasten the caster
Nature currently have:
- Regeneration: heal over time
- Heal: heal ...
- Nature's Call: summon a nature ally (not implemented yet)
Ideas welcome!
Re: Call for a few more spells
Posted: Mon Jan 25, 2010 9:51 pm
by madmonk
Time Storm!
Does damage over an area! Increasing skill points increases damage, not size of area!
Nature Bolt
Causes damage to undead only! Increasing skill points increases damage and maybe it beams at the top level.
Re: Call for a few more spells
Posted: Mon Jan 25, 2010 9:56 pm
by darkgod
Time Storm should do mor than just damage, there are enough AOE in the elemental schools

What's the use of Nature Bolt, when you get all other damage types, and they work on all ?
Re: Call for a few more spells
Posted: Mon Jan 25, 2010 11:10 pm
by Shoob
maybe make the nature one a grow barrier (rock/trees/etc), knocking back and damaging any monster inside of it (if centered around the player)
later levels let you target it.
any monster in the x's would be knocked back away from the @, and replaced with a barrier. if it is targeted, make sure they are knocked away from the target and not necessarily the pc (something that was wrong with t2)
Re: Call for a few more spells
Posted: Mon Jan 25, 2010 11:22 pm
by darkgod
Earth's got Stone Wall, which "grows" a temporary zone of walls (they revert back to normal terrain after a while)

Re: Call for a few more spells
Posted: Mon Jan 25, 2010 11:43 pm
by Shoob
hmmm... ok...
how about temporal
either:
a) delay damage... any damage you receive while spell is activated is put in a pool and slowly given to you each turn until the pool is empty... the duration and pool size increase with level (and magic for the pool size). If the pool is full you get the damage + the pool damage you would normally take, or
b) speed casting... lets you cast spells faster, or
c) spell binding... lets you cast several spells at once for more mana that it normally would cost. # of spells increases with level (mana cost is reduced per level, and is dependant on how many spells are chosen)
Re: Call for a few more spells
Posted: Mon Jan 25, 2010 11:55 pm
by Shoob
ok... more nature ideas:
nature attunement: lets you walk through trees (1), then breath underwater (3), then mountains (4), then eventually fly (5). (name should be changed) (cooldown should be slightly more than duration at lvl 5, or make this a passive skill (like stoneskin), with heavy mana cost)
Re: Call for a few more spells
Posted: Tue Jan 26, 2010 12:17 am
by darkgod
Wings of Wind in Air allows flying
Speed casting is indeed a possibility! But there is Quicken Spells in Meta school that reduces the cooldown of all spells. Both of those would be a tad powerfull maybe ... humm
I quite like the delayed damage thingie ... hummmm :=)
Re: Call for a few more spells
Posted: Tue Jan 26, 2010 12:56 am
by madmonk
Time Split:
Create multiple copies of yourself...
Nature Revival
Like Recovery in T2
Re: Call for a few more spells
Posted: Tue Jan 26, 2010 10:00 am
by darkgod
I've implemented Time Shield

It absorbs all damage for a short while and when time is up, or max capacity is reached, it collapses into a DOT.
I've added a "similar" mechasnism to Disruption Shield. It is a sustained ability so it has no timeout, but if the shield tries to absorb more damage
than your mana allows it crumbles, deactivates and explodes for the total amount of damage absorbed until then.
This can lead to some fun tactics, like when you run low on mana deliberatly activating time shield while disruption shield still holds, lettings it explode for massive damage, and then you have 5 turns to handle the DOT, while having 0 mana, or you'll die

Re: Call for a few more spells
Posted: Tue Jan 26, 2010 4:29 pm
by Shoob
This can lead to some fun tactics, like when you run low on mana deliberatly activating time shield while disruption shield still holds, lettings it explode for massive damage, and then you have 5 turns to handle the DOT, while having 0 mana, or you'll die
like drinking a potion of restore all mana

Re: Call for a few more spells
Posted: Tue Jan 26, 2010 4:35 pm
by darkgod
You'll still have to heal up, either with the spell if you have it or potions.
Anyway it's meant to be a fun tactic not a delay-death-by-5-turns

Re: Call for a few more spells
Posted: Tue Jan 26, 2010 5:07 pm
by madmonk
darkgod wrote:You'll still have to heal up, either with the spell if you have it or potions.
Anyway it's meant to be a fun tactic not a delay-death-by-5-turns

Which means you will have to deal with the following situation:
Kill the two Wizards, use the technique you described above in the fight, retire immediately! We have a winner (even though they are dead!)
Re: Call for a few more spells
Posted: Tue Jan 26, 2010 5:38 pm
by darkgod
Well not really, time shieldhas a max amount of absorb. So if you were to charge up your disruption shield with 200000 damage and let it unleash on them, you would die from the blast anyway.
Anyway the solution would be simple: killing them is not the win condition, but closing the portal (or going through it) is. Portal which is in a room too far away to not have time shield crumble
