Shielding/Protection Spells Brainstorm
Moderator: Gamemasters
Shielding/Protection Spells Brainstorm
Firstly, before we start I would like to say: Blame Dji! He's the one that put me up to this.
Secondly, I would like to say to Nitram. I love you really <3
Thirdly, I would like to explain this thread.
For many many months now I have been pestering Nitram to include sheilding/protection spells into the magic system/ I've always felt this would be a vital addition as it would allow mages a far greater use of tactics and influence. ((I.e Do I use my 3 seconds to cast a lightning and hope it kills the monster or do I raise a shield so I dont die))
And I fully understand that Nitram has plenty of things on his plate at the moment. So this is, and has always been, a "when you have some time" proposal. ((I.e. Please please please)).
So in order to take some of the work off of Nitram, it is our job in this thread to brainstorm a whole bunch of spell effects and their combinations. Discuss them a little so we can offer Nitram a solid proposal for what we would like implemented. ((Please please please))
A few idea's of my own include:
- Invisibility - Turns the mage invisible for x amount of time -
- Fire/Ice Resistance - Makes the mage resistant/immune to certain element -
- Stone Armour - Ala "stoneskin" gives the mage a few layers of protection -
- Blurring - Makes the mage harder to hit -
- Spell Reflect - Reflects the next x number of spells back to the caster -
- Spell Absorb - Absorbs the next x number of spells and adds to mana -
- Physical Shield - Decreases/Negates physical damage -
- Magic Shield - Decreases/Negates magical damage -
- Dispell Shield - Dispells shields/protections -
Rune Combinations:
-Invisibility - JUS TAUR LHOR - Air Creature Illusion
-Fire/Ice Resistance - RA SAV / HEPT SAV - Fire Protection
-Stone Armour - SOHL TAUR SAV - Stone Creature Shield
-Blurring - JUS TAUR SAV - Air Creature Shield
-Spell Reflect - PEN KEL SAV - Spirit Move Shield
-Spell Absorb - PEN LEV SAV - Spirit Transfer Shield
-Physical Shield - IRA ANTH SAV - Create Object Shield
-Magical Shield - IRA PEN SAV - Creature Spirit Shield
-Dispell Shield - TAH SAV ((Golden Oldie)) - Invert Shield
Etc Etc Etc
Discuss, Brainstorm. Don't Flame. This are SUGGESTIONS not demands.
Secondly, I would like to say to Nitram. I love you really <3
Thirdly, I would like to explain this thread.
For many many months now I have been pestering Nitram to include sheilding/protection spells into the magic system/ I've always felt this would be a vital addition as it would allow mages a far greater use of tactics and influence. ((I.e Do I use my 3 seconds to cast a lightning and hope it kills the monster or do I raise a shield so I dont die))
And I fully understand that Nitram has plenty of things on his plate at the moment. So this is, and has always been, a "when you have some time" proposal. ((I.e. Please please please)).
So in order to take some of the work off of Nitram, it is our job in this thread to brainstorm a whole bunch of spell effects and their combinations. Discuss them a little so we can offer Nitram a solid proposal for what we would like implemented. ((Please please please))
A few idea's of my own include:
- Invisibility - Turns the mage invisible for x amount of time -
- Fire/Ice Resistance - Makes the mage resistant/immune to certain element -
- Stone Armour - Ala "stoneskin" gives the mage a few layers of protection -
- Blurring - Makes the mage harder to hit -
- Spell Reflect - Reflects the next x number of spells back to the caster -
- Spell Absorb - Absorbs the next x number of spells and adds to mana -
- Physical Shield - Decreases/Negates physical damage -
- Magic Shield - Decreases/Negates magical damage -
- Dispell Shield - Dispells shields/protections -
Rune Combinations:
-Invisibility - JUS TAUR LHOR - Air Creature Illusion
-Fire/Ice Resistance - RA SAV / HEPT SAV - Fire Protection
-Stone Armour - SOHL TAUR SAV - Stone Creature Shield
-Blurring - JUS TAUR SAV - Air Creature Shield
-Spell Reflect - PEN KEL SAV - Spirit Move Shield
-Spell Absorb - PEN LEV SAV - Spirit Transfer Shield
-Physical Shield - IRA ANTH SAV - Create Object Shield
-Magical Shield - IRA PEN SAV - Creature Spirit Shield
-Dispell Shield - TAH SAV ((Golden Oldie)) - Invert Shield
Etc Etc Etc
Discuss, Brainstorm. Don't Flame. This are SUGGESTIONS not demands.
Last edited by Nalzaxx on Fri Oct 20, 2006 7:40 pm, edited 1 time in total.
- Mr. Cromwell
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I don't mean to rain on your parade, but implementing those would probably mean utter and total mage ownage in pvp. I'm a noob and all that, but somehow I have been under the impression that mages are supposed to die if the combat ends up being a hand-to-hand..
So introducing a shield means that not only are you being able to blast my warrior with your strongest spells from the maximum distance away, but you will also be protected against my main attack in a sitiuation where I already am at much below than 100%, while you have 100% healfh. ->> Death to all warriors with a very boring certainty.
So introducing a shield means that not only are you being able to blast my warrior with your strongest spells from the maximum distance away, but you will also be protected against my main attack in a sitiuation where I already am at much below than 100%, while you have 100% healfh. ->> Death to all warriors with a very boring certainty.
Last edited by Mr. Cromwell on Fri Oct 20, 2006 3:25 pm, edited 1 time in total.
- Galvin
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One spell idea, this is where playing Dungeons and Dragons helps, is more or a summoning type spell. The name may seem cheesy but here it is, "Battle Readiment." In short, for a limited time it gives the mage fighting abilities such as wrestling or slashing, etc..., in ratio to his magic ability. It also temporarily raises his defensive skills such as dodge and, if he has it and is using a staff, parry. Please, send me any changes or recommendations to this spell if you can find any.
- Adano Eles
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duration need to be taken into effect too. how long should the spells last? 3 seconds enough to get another spell off? What about instead of broad catagories for shelding like use a blunt sheld and concussion sheld. Make it where they cannot have more than one sheld. I think that should put in as well. Or perhaps they will have to use greater level sheld spells to put more than one on.
- Skaalib Drurr
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- Mirror Image - Creates a duplicate illusion of the caster
- Illusion Monster - Creates Illusionary Monsters that dissapear when hit
- Deflect Arrows - Creates a shield which deflects projectiles
- Warrior's Spirit - Give mage limited fighting abilities
- Blessing - Increase chances of success
- Regeneration - Increase rate of regeneration
- Mana Tap - Drain mana from opponent
-Mirror Image - TAUR ANTH LHOR - Creature Object Illusion
-Illusion Monster - IRA/URA TAUR LHOR - Create Creature Illusion
-Deflect Arrows - JUS ANTH KEL SAV - Wind Object Move Protection
-Warrior's Spirit - ???
-Blessing - MES PEN TAUR - Light Spirit Creature
-Regeneration - TAUR SIH KEL QWAN - Creature Heal Move Power
-Mana Tap - TAUR LEV PEN QWAN - Creature Move Spirit Power
Also some basic attribute raises:
- Haste - Increases agility - TAUR KEL QWAN
- Strength - Increases strength - ???
- Endurance - Increases constitution - ???
- Nimble Fingers - Increases dexterity - ???
- Quick Thinking - Increases intelligence - ???
- Iron Will - Increases Willpower - ???
- Eagle Eyes - Increases Perception - ???
- Divine Spirit - Increases Essence - TAUR PEN QWAN
- Illusion Monster - Creates Illusionary Monsters that dissapear when hit
- Deflect Arrows - Creates a shield which deflects projectiles
- Warrior's Spirit - Give mage limited fighting abilities
- Blessing - Increase chances of success
- Regeneration - Increase rate of regeneration
- Mana Tap - Drain mana from opponent
-Mirror Image - TAUR ANTH LHOR - Creature Object Illusion
-Illusion Monster - IRA/URA TAUR LHOR - Create Creature Illusion
-Deflect Arrows - JUS ANTH KEL SAV - Wind Object Move Protection
-Warrior's Spirit - ???
-Blessing - MES PEN TAUR - Light Spirit Creature
-Regeneration - TAUR SIH KEL QWAN - Creature Heal Move Power
-Mana Tap - TAUR LEV PEN QWAN - Creature Move Spirit Power
Also some basic attribute raises:
- Haste - Increases agility - TAUR KEL QWAN
- Strength - Increases strength - ???
- Endurance - Increases constitution - ???
- Nimble Fingers - Increases dexterity - ???
- Quick Thinking - Increases intelligence - ???
- Iron Will - Increases Willpower - ???
- Eagle Eyes - Increases Perception - ???
- Divine Spirit - Increases Essence - TAUR PEN QWAN
- Avalyon el'Hattarr
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I have a few ideas for priest magic.
Bless Land - An AOE spell that creates an area which increases regeneration/heals for normal players and acts as poison for undeads.
Smite - Some kind of RaKelQwan/HeptKelQwan spell
Exorcise - The strongest priest spell which deals an enormous amount of damage to a single undead/demon target. It can be used only once per target.
Sacrifice - Deals strong damage but lowers health
Resurect - As it says
Shield Life - Prefered by paladins - it links his life with the life of the one casted upon, making any damage delt to be split betweeen them.
Ban Undead - Paralyses undead
Consecrate Weapon - Blesses an weapon, making it to give extra dmg for a while.
Bless Land - An AOE spell that creates an area which increases regeneration/heals for normal players and acts as poison for undeads.
Smite - Some kind of RaKelQwan/HeptKelQwan spell
Exorcise - The strongest priest spell which deals an enormous amount of damage to a single undead/demon target. It can be used only once per target.
Sacrifice - Deals strong damage but lowers health
Resurect - As it says
Shield Life - Prefered by paladins - it links his life with the life of the one casted upon, making any damage delt to be split betweeen them.
Ban Undead - Paralyses undead
Consecrate Weapon - Blesses an weapon, making it to give extra dmg for a while.
- Nerian Finera
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- Avalyon el'Hattarr
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- Avalyon el'Hattarr
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- Avalyon el'Hattarr
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A. Ahem.Avalyon el'Hattarr wrote:And this is from your vast script writing experience?
There are already scripts for how much mana certain spells take.
Now how stupidly and needlessly difficult do you think it would take to make it impossible to cast on a monster you've already casted. It would take lots of scripting and they haven't been pre-written. And why would you only be able to cast on something once?
B. I've had enough usage of global values and flags etc. if not java and I doubt the general difficulties would be quite matched.
- Dónal Mason
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- Avalyon el'Hattarr
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Yep that sounds reasonable!Dónal Mason wrote:How would it be handled in the event of player controlled demons and undead? If you use it once, would you NEVER be able to use it again on that character? Perhaps there should be a set time before you can even cast the spell again, rather than a confusing rule.
- Laviath Rathor
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How about some kinds of walls, existing of elements? For example a "Firewall", which holds back Monsters / sets them on fire (damage similar to poison -> f.e. 1% of the health every five seconds or so) if they try to go through or a "Icewall" which freezes an enemy for some seconds, if he touches it. Or what about the power to raise up some hills out of the earth, which makes an enemy slower, while he is walking through (maybe a 5x5 field spell or something). And I think a "poison-when-touch-plant-wall" would be cool too.
- Avalyon el'Hattarr
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- Taeryon Silverlight
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