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Thread: Make Magic! Get your own spell into the game

  1. #11
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    Feb 2012
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    Scroll of unyielding

    A glorified rustproofing, choose an item and make it indestructible, but also unable to receive any upgrades.

  2. #12
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    Dec 2013
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    I think it would be really great if players will have options to make new spells in game. For example like in Mages of Mystralia, where you have a table of effects, which you can combine to get new spells with various effects. I don't mean that every spell should be like that, but some elements of spell crafting would be nice.

  3. #13
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    Nov 2018
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    Entropic Touch.

    The dark art of using a necromantic touch to pass on decay, time and erosion. While only causing minor damage and aging to powerful enemies, a spell like this could have lots of creative uses. Can't pick a lock on a door? Maybe you can get the lock wet, use Entropic Touch and watch it rust to pieces before your eyes. Or if you've got the skill and power, just rot the door completely. How the spell scales is a matter of balance of course. Perhaps a grand necromancer can use Entropic Touch on one of the knights attacking him and watch the rest flee as their comrade is reduced to a dusty skeleton.

    I'm thinking it'd be a less boring version of the classic vampiric touch, giving necromancers a creative and a themed way to do environmental destruction and other effects.

  4. #14
    Join Date
    Aug 2015
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    My favorites:

    Disperse Damage:
    Reduce incoming damage for targeted character (self, enemy, or ally) by 10% for each of targeted character's nearby allies. Affected allies each take the full damage that was dispersed. So if there are 3 enemies approaching and you cast it on one, the one you cast it on will take 80% damage and the other two will each take 20% damage, for 120% total damage per attack.
    This could also be adapted to be more of a geomancer-type of spell where instead of allies it affects walls at a smaller percentage (which are destroyed after taking so much damage).

    Devour Mind:
    For creatures with a brain, confuse them. If creature is already confused, put them to sleep. If the creature is confused and sleeping, give them a 'nightmare' debuff. If creature is confused, sleeping, and has a nightmare, kill them instantly. This spell is designed to be cast multiple times on the same target for new effects each time.

    Extinction:
    Choose target creature. Upon killing 100 of them without recasting Extinction, that creature will never spawn again during the game.

    Other ideas:

    Null Sphere:
    A timeless sphere appears around the caster, freezing everything (creatures, projectiles, etc) except for the caster. The caster may move freely and attack within the sphere without taking a turn, but may only make 5 actions before it expires.

    Summon God:
    For a max-piety Priest, summon a mortal form of your God for a short period of time as an ally at the cost of all piety. They are extremely strong, but if they die (should be nearly impossible, but maybe...), you can no longer use their powers.

    Telekinesis:
    Move an object from one tile to another tile. The implementation is what can make it interesting though. Pick up a sword on the ground 10 tiles away and send it towards you, damaging any enemies in the way. Move a rock around a gate to place on a pressure plate to open a door. Pick up a light creature and drop them from the ceiling. Combine with a spell that makes a temporary hole in a wall to silently steal items from a shopkeeper.

    Mist Form:
    Drains Mana while active. When in mist form, take no damage and do no actions other than move. Can move through anything that has cracks in it (doors, grates, etc).

    Enchanted Weapon:
    Choose a weapon from your inventory to float around you and deal damage to a random nearby enemy whenever you take an action,
    Last edited by hapro; 11-11-2018 at 04:33 AM.

  5. #15
    Join Date
    Nov 2018
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    Default I love magic design.

    Here are the first few that came to me as I read "Putting the Magic Back in to Magic"

    *Flash of Foresight* -Divination- "A mage that walks closely with destiny may, on occasion, predict the future of another"
    The caster may target a creature to learn it's next action (i.e. "The Gelatinous Cube will attack you! It will hit for 12 damage. You will be paralyzed. Perhaps you should step away?"). Casting this spell does not advance time. Casting cost increases according to the power of the target.

    *Fate Walk* -Divination- "Destiny has many paths; the master of Fate knows them all."
    Casting this spell has a high (perhaps permanent?) cost. Once the spell is cast the adventurer may go about their business for the next 5 (10?) turns, at which point they will be returned to the condition, place, and time when they cast the spell. A seed (in programming terms, not herbalism :-) has been generated, so that the result of all RNG returns during that time will be the same if the player performs identical actions to what they did while fate-walking. Thus the advanced fate-walker may experiment with battles, potions, ,spells,character interactions, etc. if he is willing to pay the casting price of the spell.

    *Nothing In My Hat* -Hedge Magic- "...it's empty, as you can see. But when I reach inside...Look! here's Mr. Flopsy!"
    This famous and simple conjuration produces a rabbit from the caster's hat to amaze friends and distract enemies. The rabbit chooses a random direction to run at high speed. Enemies tangent to it's path may turn and chase the rabbit. When performed near NPC's they have a chance of being: "amazed" improving their reaction to the caster, "disappointed" lowing their opinion of the caster, or "afraid" (small chance, dependent on NPC level?) causing them to flee for a short time. If starving, perhaps you could eat your faithful magic pet...but such an action would surely have consequences!

  6. #16
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    Apr 2015
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    Summoned shield; summons an ethereal shield in front of the caster to deflect and absorb attacks.duration; 10 turns/E
    Dv; 1+E/10 pv; will/10. Shield skill applies to the summoned shield, however if already wielding a shield, skill only applies once. Allows 1 more enemy to surround you without penalties.

  7. #17
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    Mar 2018
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    Düsseldorf
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    All of these are great so far. Thanks for the suggestions, but don't forget to give your spells an epic name so you'd recognize them in-game!

    And keep them coming!

  8. #18
    Join Date
    Aug 2011
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    Parasitize

    Targets a single living creature adjacent to the caster. Creature must be larger than the caster.

    If the target fails to resist the spell, the caster is able to infiltrate and hide within its body. The target is rendered mindless, and the caster gains control of its body. The caster can use all of the physical special abilities of the target, but none of its former spells or other mental abilities. While inside the target, the caster loses access to their own physical special abilities, but retains the ability to cast spells and use their other mental abilities. The caster takes half of any damage dealt to the target, but cannot otherwise be attacked until the target is destroyed. The caster is able to sustain themselves with nutrients drawn from the target, but the target still requires food and will get hungry and suffer penalties as normal.

  9. #19
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    Nov 2018
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    Quote Originally Posted by Vex View Post
    All of these are great so far. Thanks for the suggestions, but don't forget to give your spells an epic name so you'd recognize them in-game!

    And keep them coming!
    Vex, ideas abound! Do we have a limit on entries? And if we may have more entries, do you prefer we add them to our original post or continue to add new posts as we get ideas?

  10. #20
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    Mar 2008
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    the Rocky Mountains
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    Turquoise of Teleportation
    Creates a light blue glowing bulb on the ground that, when 'h'andled, teleports you to another Turquoise of Teleportation, chosen randomly, in the same level. Casting this spell consumes one uncursed or blessed turquoise in your inventory if you have one, otherwise it fails.

    Scry Lifeform
    Type a creature name (like one does with the Monster Memory). For the duration of the spell, you can see the nearest instance of that creature on the same level as you, as well anything within one space of that creature.

    Gem Manifest Armor
    Upon casting the spell, choose a gemstone in your inventory to be consumed. For the duration (which is shorter or longer depending on cursed/blessed status of the gem), you gain life instead of taking damage when dealt damage by an energy type associated with that gemstone. Amber = Lightning damage, Ruby = Fire damage, Sapphire = Cold damage, Emerald = Acid Damage, Opal = Poison damage.

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