Brainstorm: Priest spells

Here you can make and discuss suggestions to improve the game. / Hier kannst du Vorschläge einreichen und diskutieren um das Spiel zu verbessern.

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snus-mumrik
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Joined: Mon Aug 22, 2016 6:22 pm

Brainstorm: Priest spells

Post by snus-mumrik »

Hi,
We are about to have devotion and divine favour quite soon in the game. The bad news is that meanwhile it will give no benefits engine-wise.
While this is quite realistic, I don't think it fits the fantasy setting :)
The plan is to add 1 (maybe 2) spells per god at first (so we don't have to wait too long).

So I ask for ideas of spells.
I want unique spells, not just some attribute or skill bonus. These must also be spells useful for conflict (PvP or PvE), not crafting blessings - these will have to wait.
Don't bother whether your suggestion is easy to implement or not.

Some examples:
- Sirani or Zhambra: the healthiest char in the group takes part of the damage instead of the char with lowest health.
- Adron: alcohol consumption gives attribute bonus (we should add bonus and penalty for alcohol, and Adron priest will lower the penalty and improve the bonus), see https://en.wikipedia.org/wiki/Drunken_Master
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Vern Kron
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Re: Brainstorm: Priest spells

Post by Vern Kron »

Are we to assume that these priest spells operate with the idea of a group as described in the magic outline, or are these things that happen on a specified target/self? Just curious, since your Zhambra example described group play.

Also, do we want to assume that these spells will be accomplished in one of 5 catagories as described in the magic outline, or are we done with that and assume each god operates entirely different than the others?
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snus-mumrik
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Re: Brainstorm: Priest spells

Post by snus-mumrik »

Good question. Yes, I assume group play as in Ars Magica. And no, I don't consider the 5 categories (at least for now) but a unique spell per god.
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Vern Kron
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Re: Brainstorm: Priest spells

Post by Vern Kron »

So, ideas:

Ronagan: Generate coins on hit occasionally. Bigger spell: target loses all action points, short time.

Irmorom: Buff on defensive skills (higher chance to parry) Bigger spell: target takes increased damage (defensive debuff/weakens armor)

Nargun: Increase chance for critical hits/chance for differing critical hit effects (if those even exist?) Bigger spell: target untargets momentarily (players lose attack action, creatures pause attack for seconds)

Sirani: Increase passive health regen Bigger spell: target creature's health is restored

Zhambra: Bonus to defense/damage if ally within 2 tiles. Bigger spell: next strike deals damage and a half.

Malachin: Bonus to defense/damage if no ally within 2 tiles (archer/mage with melee characters idea, based on the idea of hunters) Bigger spell: target becomes slowed, reduced action points for a period of time

Oldra: Increased healing and decreased stamina cost of actions Bigger spell: player target loses active food bonus, monster target loses 2 con.

Elara: Increase mana regen Bigger spell: damage from ranged attacks increases (wand/bow)

Adron: Increase dodge ability/chance for enemy to miss, increase accuracy? Bigger spell: target moves erratically momentarily (player/creature moves uncontrollably 2 tiles)

Cherga: On last hit of health, player's health surges or player warped to different location rather than death. Bigger spell: health transfers from target into party, multiplied and distributed evenly.

Moshran: Damage dealt has a chance of doing small percentage health remaining to opponent Bigger spell: remove damage limit on target?


Bragon: small damage over time to targets in melee range. bigger spell: attacks from target does burning damage

Ushara: creatures/players move slower (entangled in plants, quicksand idea) bigger spell: creatures are immobilized for extended period.

Tanora: on hit, chance to steal action points from targets to person attacking. Bigger spell: transfer health from self/party to singular target (OR if that idea isn't great) target takes poison-like damage over time

Findari: increase action points of party Bigger spell: creatures are repelled back from chosen location.

Eldan: increase magical damage (and damage of magical weapons?) Bigger Spell: blinding light blocks opponents vision, target is significantly more likely to miss.
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Estralis Seborian
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Re: Brainstorm: Priest spells

Post by Estralis Seborian »

Dear all,

please find below the proposed god specific prayer effects with category in brackets. They are the results of a one man brainstorming, so not carved in stone.

Adron: Reduced food consumption (Prayer)
Cherga: Death is with reduced damage to equipment (Vows)
Elara: Learning is enhanced as if +4 INT (Blessing)
Irmorom: Haul of mining and digging is increased (Blessing)
Malachín: Loot of animals (fur etc.) is increased (e.g. by 25 %) (Ceremony)
Moshran: Death is with reduced drop (Vows)
Nargùn: The position of characters that are attacked is sometimes swapped (Confession)
Oldra: Haul of farming and woodcutting is increased (Blessing)
Ronagan: Money loot from killed monsters is slightly increased (Ceremony)
Sirani: If a character dies, health of the group is pooled and distributed among all (Prayer)
Zhambra: The range within group members have to stay is increased (Confession)

For information and reference, find below the generic, non-specific prayer effects.

+1 Strength
+1 Constitution
+1 Agility
+1 Dexterity
+2 Strength
+2 Constitution
+2 Agility
+2 Dexterity
+3 Strength
+3 Constitution
+3 Agility
+3 Dexterity
Increased regeneration like 2 CON
Increased regeneration like 3 CON
Increased regeneration like 4 CON
Hit points get transferred from the strongest to the weakest character if there is an unblocked LoS each 60 seconds
Hit points get transferred from the strongest to the weakest character if there is an unblocked LoS each 40 seconds
Hit points get transferred from the strongest to the weakest character if there is an unblocked LoS each 20 seconds
The Templar transfers 500-1500 hitpoints to a target from his own hitpoints. Short cooldown.
The Templar transfers 1500-2500 hitpoints to a target from his own hitpoints. Short cooldown.
The Templar transfers 2500-3500 hitpoints to a target from his own hitpoints. Short cooldown.
The Templar heals the target for 500-1500. Medium cooldown.
The Templar heals the target for 1500-2500. Medium cooldown.
The Templar heals the target for 2500-3500. Medium cooldown.
A killed character gets resurrected with 1 HP. Extremely long cooldown (>1 h).
A killed character gets resurrected with 1 HP. Very long cooldown.
A killed character gets resurrected with 1 HP. Long cooldown.
A character that stumbles back (coupe de grace) is warped a short distance to the Templar if there is an unblocked LoS
A character that stumbles back (coupe de grace) is warped to the Templar if there is an unblocked LoS
A character that stumbles back (coupe de grace) is warped to the Templar
Damage taken from a selected weapon type is reduced by 10 %
Damage taken from a selected weapon type is reduced by 20 %
Damage taken from a selected weapon type is reduced by 30 %
Reduces all negative effects from arcanian magic by 10 %
Reduces all negative effects from arcanian magic by 20 %
Reduces all negative effects from arcanian magic by 30 %
5 % chance to backfire a negative effect from arcanian/glyph magic to the caster/invoker
10 % chance to backfire a negative effect from arcanian/glyph magic to the caster/invoker
15 % chance to backfire a negative effect from arcanian/glyph magic to the caster/invoker
Reduces all negative effects from druid magic/potions by 10 %
Reduces all negative effects from druid magic/potions by 20 %
Reduces all negative effects from druid magic/potions by 30 %
5 % chance to backfire a negative effect from druid magic/potions to the caster/invoker
10 % chance to backfire a negative effect from druid magic/potions to the caster/invoker
15 % chance to backfire a negative effect from druid magic/potions to the caster/invoker
Creates a 3x3 area where no damage is taken nor damage can be dealt from for X seconds. Extremely long cooldown (1 h).
Creates a 4x4 area where no damage is taken nor damage can be dealt from for X seconds. Extremely long cooldown (>1 h).
Creates a 5x5 area where no damage is taken nor damage can be dealt from for X seconds. Extremely long cooldown (>1 h).
Undeads are turned by the priests each X seconds at maximum distance of 2 tiles
Undeads are turned by the priests each X seconds at maximum distance of 3 tiles
Undeads are turned by the priests each X seconds at maximum distance of 4 tiles
Demons lose X fightpoints each Y seconds at a maximum distance of 2 tiles
Demons lose X fightpoints each Y seconds at a maximum distance of 3 tiles
Demons lose X fightpoints each Y seconds at a maximum distance of 4 tiles
Summons a low level undead that attacks foes of the group
Summons a mid-level undead that attacks foes of the group
Summons a group of mid to low level undeads that attack foes of the group

For more information, see https://drive.google.com/file/d/19DHrg3 ... sp=sharing
Best regards,
Estralis
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