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

  1. #21


    Swallow the Purloined Life

    The target temporarily looses all skills and spells as the caster steal a piece of the target's soul. For the same duration, the caster gains access to all the skills and spells of the target, as they swallow the stolen soul.

  2. #22
    Join Date
    Feb 2018


    Russian roulette

    Does a lot of damage to an enemy close to you but it has the 1/6 change to get inflicted on the caster itself instead.

  3. #23
    Join Date
    Feb 2013


    Intangibility -- Grants the spellcaster the ability to walk through walls for a very short amount of time. Perhaps deadly if you suddenly become tangible inside of a wall.

    Lifetap -- Dark necromantic magic that allows you to drain the very life out of a creature. Heals the caster for as much damage as is inflicted (or a portion thereof). A chaotic magic, liberal use of this spell drops your alignment. No effect on undead or constructs.

    Tangleroot -- Similar to web, this spell shoots out a ray of dense and tripping roots. Creatures who walk over this root are significantly slowed, and potentially even stopped in their tracks.

    Create Food -- desperate wizards are sometimes able to sustain themselves on Mana alone. Casting this spell creates a bountiful meal that greatly satiates the caster. (Maybe at the cost of a temporary Mana or PP loss.)

    Stomp -- This range:1 spell deals massive damage to bugs. It annoys any other type of creature.

    Panic The Dead -- A wave of fear subtly disrupts necromantic magics. Fears undead in an AOE.

    Command -- One enemy becomes Tame for a short while. Is hostile afterwards and cannot be Tamed again.

    Prismatic Ray -- Shoots a ray of magic that is of a random element. Acts identically to Frost bolt, Fire Bolt, Acid Bolt etc. Could be non-elemental (ie. magic missle) or even non-typical elements such as Earth or Mana.

    Alchemize -- This spell has the ability to turn certain items into Gold. Some foolish wizards make their living Alchemizing all day. Everyone knows adventuring is much more profitable, albeit more dangerous.

    Breath Water -- This spell causes the caster to grow tiny gills just under their ears.

    These are just a few of the ideas I had. I would love to see some of these added. They could seriously increase a casters options in-game. I'd like to see some non caster abilities that are exclusive to the mundane classes, too. That would be fun.

  4. #24
    Join Date
    Nov 2018
    St. Petersburg, Russia


    Inner sight- makes you see through the dark, so if you stay inside you see outside lit area as well as shadows of creatures luring through the darkness. Can be cast on companions.
    Animate weapon - makes a weapon lying on the ground in adjacent square your animated companion for a few turns. After the spell wears off, the weapon corrodes or with a small chance is destructed. Artifacts, ranged and rusted weapons can not be animated. Weapons that can't be corroded will still have a chance to be destructed.
    Fate shift - applies a random beneficial or bad effect for duration, the effects include all existent instinsics and statuses (resistances, immunities, blessed, cursed, doomed, fate smiles, lucky, hungry, satiated, bloated, overburdened, strained!, strained, levitating, deaf, blind, and so on), temporarily reducing mana stat (more mana for strong ones like immunities, blessed, etc.) and adding health for the bad ones (cursed, doomed, sickness, poison, etc.). Alignment drops become stronger during the duration as your deity is watching you closely. The first casts starts a set of effects. The maximum size of set is limited to 1+Wi/16 effects, +1 for being extreme alignment (L+, N=, C-), +1 for being crowned. Each effect increases the duration of the set, and all of the effects wear off only when the set duration ends (sick, poison and such stuff can't be cured by any means and are removed on the duration end). After the set has wear off, the next casts starts the new set. Only bad effects occur after becoming a fallen champion.
    Last edited by anp; 11-30-2018 at 02:31 PM.

  5. #25
    Join Date
    Nov 2018


    I am a huge 2nd edition such ive always been drawn towards spells that require components and overly complicated logistics. Im not sure how feasible that will make implantation (im not a programmer ) but here goes.

    Binding- Binds creatures (as long as the creature fails a willpower roll) into a gem equipped in your tool slot. Different gems could be used to different effects. Maybe 1 type of gem converts the creatures life-force into a usable HP boost while another converts the creatures life-force into a mana battery. Another type could simply imprison a creature for release at a later time. Another takes control of the creatures mind and whoever holds the gem has control (tamed) the creature. Maybe some types of creatures infuse the gem with fire/ice/acid/magic resistance etc, etc. Then (if implemented) maybe the resistance gems could be a component in weapon-smithing. Also maybe adding clothing and jewelry making to smithing?

  6. #26
    Join Date
    Aug 2009


    The next spell you cast has its effect repeated once, with the same direction / target. (perhaps a few problematic spells are impossible to Reverberate)

    Summons a spectral image of Target creature (monster or self) that is immune to damage. After X turns it disappears.

    Absorb Energy
    The next time you would be damaged by fire or lightning damage, you gain that much mana instead.

    Time Travel
    Target creature (monster or self) disappears from the world for 50 turns. Then it returns at the same location. If the location is occupied by another creature on return, that creature dies. If the location is occupied by a wall on return, or by another creature that is immune to Djinni strangulation, the time traveling creature dies instead.
    Last edited by grobblewobble; 12-03-2018 at 04:04 PM.
    You steal a scroll labelled HITME. The orc hits you.

  7. #27
    Join Date
    Dec 2017


    Awwww, Astral Projection? Gate? Fabricate?


  8. #28
    Join Date
    Oct 2012


    Doppelgangerate: Transforms you into the targeted creature in your line of sight. Confuses that creature if it's in close range. You might be even getting some of its abilities and stats. It might not be a good idea to transform into everything though

    Spectate: Splits your spirit from your body for a time. While your body is left in stasis you may control your spirit. The spirit is invisible, can travel trough walls and cannot interact with most of the environment. But some foes might detect, attack or force your spirit back (e.g. divine ones, ghosts, demons, wizards).

    Invulnerability: you're immune to damage and any harmful effects for a short period of time. You might be penalized while invulnerable if required by balance e.g. immobilized.

    Reincarnate: Choose a corpse. Your spirit leaves your body and takes possession of the chosen one permanently.

    Room of solitariness: Creates a portal on the selected tile. Stepping into it will teleport you into a doorway of a small room. Stepping back trough the doorway teleports you back. You may close the door to make portal disappear. The spell vanishes after some time kicking you out of the room. Variant A: each time room is generated it has chances to spawn some stuff, furniture, item, effects or even minor creature assuming the room was reused by someone. Variant B: each time you appear in the same room, the room appears exactly the same way you left it carrying all the items, creatures, terrain and so on along.

    Enslave: If target creature fails willpower roll, it permanently becomes your loyal slave and will obey all your commands.

    Clairvoyance: Spell version of antennae corruption. You can see through walls for some time. Might be exclusive to mindcrafters.

    Nightfall: In the course of the next minute the sun advances until dusk.

    Multiplication: Creates a controllable copy of yourself for a time. Player can control copy and the player turn by turn. Copy cannot leave wander too far away from the player (e.g. can't leave it's line of sight). Otherwise it disperses early.

    Double Team: Creates number of illusory copies of you around a chosen point at the same distance as you stand and randomly switches you with one of these copies. Copies will act randomly: move, simulate attacks, etc. but they can't actually do anything except drawing attention.

    Curse: Makes a target to run extremely unlucky rolls much more often for a time.

    Clear way: invisible windy bolt flies into chosen direction and blows all creatures, items and other movable stuff away, most of the time in a straight line but with a chance to blow left and right too. Stuff blown away falls to the ground and suffers damage from falling, it might also damage things by slamming them into a wall or each other.

    Elemental Form: Changes your body into elemental form which depends on... type of the spell?.. Your proficiency?.. Luck?.. E.g. fire form will make anything you make contact with burn and receive damage, you become immune to fire and will be badly injured by water, turning into air gives you ability to levitate and pass trough metal bars, invisibility and immunity to physical damage but you definitely can't swim underwater, etc.

    Rock Tomb: Creates (eventually breakable) rock walls around selected a selected creature.

    Force Field: Creates immobile invisible force field that pushes everything that tries to pass through it back. It quickly decays.

    I know Kung Fu: Gives you proficiency in unarmed combat for a time, bonus to dodging and anything else relevant.

    Resurrection: Resurrects a creature that has just dead (what means 'just' depends on the spell proficiency).

    Magic Mirror: reflects any spell or effect cast on you to the caster.

    Magic Immunity: make you of anything else completely immune to magic for the time given. Dispels all magic effects instantly.

    Minimize: makes you and all you inventory tiny for some time so that you can fit anywhere and become almost not noticeable. Beware of evil ants trough...

  9. #29
    Join Date
    Feb 2015


    Dash: Cast the spell, specify a direction, and the player sprints five tiles in that direction instead of a single tile. Can not move through enemies or walls. Great for running away from powerful opponents in early game.

    Teleport on map: Same as the teleportation spell, but allows the player to teleport on the wilderness map instead of in a dungeon level. Greatly reduces the boredom of tedious (or possibly dangerous) wilderness travel. Comes with the benefit of not wasting too much precious time on the wilderness map. Players without teleport control teleport to a random spot in the wilderness.

    Immune to fire/cold/acid/shock: Grants the caster immunity to fire/cold/acid/shock damage for a limited period of time. For a much greater cost the player can cast a spell that grants immunity to all elements.

    Boost piety: double the amount of piety gained from sacrificing items, gold and living creatures. Obviously very useful for (pre)crowning purposes.

    Hide: bury a hole in the ground for you to hide in, making you invisible until you decide to come out of your hole. May not make you invisible to “smart” enemies, because they see you digging the hole.

  10. #30
    Join Date
    Mar 2017


    - see invisible
    - see in darkness

    Make them pretty rare or wishable spellbooks.

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