RP spells
Posted: Thu Aug 22, 2002 2:26 am
Hello
I remember reading a complaint a few days ago on some thread or other that there weren't enough RP spells. i would like to say in reply to this that every spell in the game can be used in an RP fashion. If there isn't a spell to do what you want, then just say you cast a spell which did what you wanted it to do. You don't have to have graphics for everything.
This said, I do understand that it is nice to actually have the spells in the game so I'm going to suggest a few here that I hope Bror, whoever becomes the new server programmer, and whoever else makes these types of decisions will consider. So here goes.
Dream weaving: While a person is awake or still asleep, a mage would be able to cast a spell on them that would allow him to shape their dreams. These dreams could not harm or affect them in any way, but they would remember it when they wake up. The way this would work would be that a mage casts a spell and a window pops up on his screen into which he enters the dreamers name. If he enters the dreamers number, then there is a chance (based on the casters skill with those runes) that the dream will not affect the dreamer. The casters position to the dreamers place of rest (where he logs out) could also affect this, but I'm not sure if that's a good idea or not. After the caster enters the dreamers name (or number) another window would pop up into which the caster would describe the dream. This description is what the dreamer will remember when he wakes up. By going to sleep I mean logging out. By waking up I mean logging back in. So when a person who has had this spell cast on them logs back in, a small window would pop up in which the casters description of the dream would be written. It would be a great idea for quests or for scaring someone with threats of revenge. It would probably end up being used as a messenging system between characters. I don't know how to prevent this, but maybe someone else has an idea.
Shifting Land: It's a pretty simple idea and I bet it's been suggested before although I don't remember reading it anywhere. What happens is a mage casts a spell which causes the ground within a certain area to start moving randomly. This would be an excellent spell to cast between an attacker and the mage in order to allow him to run away. It could also be combined with a wand to be very effective against a warrior with a non-projectile weapon. It could also mess up the town pretty bad. The way it would work is that anytime a character or mob steps on one of the affected squares, he has a 50% chance of moving in some direction other than the one he wants when he steps off of it. He won't randomly move as long as he doesn't try to step off of the affected tile. It would have no effect on buildings, trees, rocks, or type of soil at all. I don't know if this is technically possible, but it would be fun to have.
Next spell, linking. This is a response to the change in the spell system which required a character to have a certain intelligence to use some spells. This wouldn't increase anyone's intelligence, or do anything to anyone permanently (except perhaps kill them, but we all know how permanent that is.) what happens, that player x can't cast ice-bolt because his intelligence is too low. His ice rune skill is rather high however, because he frequently uses an ice field (I'm not a mage so if someone wants to help me here on the name of the runes, and perhaps a better example, feel free.) Player y wants to kill go hunt demons because he needs their insides for an expirement (or whatever) with ice-bolts, but his intelligence is too low and his ice rune skill is very low and he doesn't want to spend the time training it. So Player x and Player y decide to link. First they decide who will lead. Player y agrees to do so. Player x casts a spell on himself, which tells the computer that he is willing to let the other person link to him. Player y casts a spell on player x that links the two of them. Now their skills are combined. This lasts only as long as they are within 2 squares of each other and neither logs off. Either one can end the linkage at any time by casting a different spell on himself. For the duration of the link, Player y has the sum of the intelligences of Player x and Player y up to the maximum intelligence allowed by his race. He also has the sum of their two skills in every rune that they both know. I think it would be easiest for no skills to increase during the link (if someone familiar with the server knows anything about this, a little insight would be appreciated.) Player x cannot cast spells or attack anything while he is linked because he is too busy maintaining his concentration. Without his constant concentration, Player y wouldn't be able to link to him. An option for this spell would be to initiate a constant mana drain while the players are linked thus effectively putting a time limit on their link. The players could use it to get lots of loot quickly, for self-defense, to take on tougher enemies for quests, to hunt down a very powerful character for revenge, etc. etc. May be a few spells could be introduced that would be impossible to cast without two or three mages being linked (I still think a firesword should require at least some spell-casting during the creation process.)
I remember reading a complaint a few days ago on some thread or other that there weren't enough RP spells. i would like to say in reply to this that every spell in the game can be used in an RP fashion. If there isn't a spell to do what you want, then just say you cast a spell which did what you wanted it to do. You don't have to have graphics for everything.
This said, I do understand that it is nice to actually have the spells in the game so I'm going to suggest a few here that I hope Bror, whoever becomes the new server programmer, and whoever else makes these types of decisions will consider. So here goes.
Dream weaving: While a person is awake or still asleep, a mage would be able to cast a spell on them that would allow him to shape their dreams. These dreams could not harm or affect them in any way, but they would remember it when they wake up. The way this would work would be that a mage casts a spell and a window pops up on his screen into which he enters the dreamers name. If he enters the dreamers number, then there is a chance (based on the casters skill with those runes) that the dream will not affect the dreamer. The casters position to the dreamers place of rest (where he logs out) could also affect this, but I'm not sure if that's a good idea or not. After the caster enters the dreamers name (or number) another window would pop up into which the caster would describe the dream. This description is what the dreamer will remember when he wakes up. By going to sleep I mean logging out. By waking up I mean logging back in. So when a person who has had this spell cast on them logs back in, a small window would pop up in which the casters description of the dream would be written. It would be a great idea for quests or for scaring someone with threats of revenge. It would probably end up being used as a messenging system between characters. I don't know how to prevent this, but maybe someone else has an idea.
Shifting Land: It's a pretty simple idea and I bet it's been suggested before although I don't remember reading it anywhere. What happens is a mage casts a spell which causes the ground within a certain area to start moving randomly. This would be an excellent spell to cast between an attacker and the mage in order to allow him to run away. It could also be combined with a wand to be very effective against a warrior with a non-projectile weapon. It could also mess up the town pretty bad. The way it would work is that anytime a character or mob steps on one of the affected squares, he has a 50% chance of moving in some direction other than the one he wants when he steps off of it. He won't randomly move as long as he doesn't try to step off of the affected tile. It would have no effect on buildings, trees, rocks, or type of soil at all. I don't know if this is technically possible, but it would be fun to have.
Next spell, linking. This is a response to the change in the spell system which required a character to have a certain intelligence to use some spells. This wouldn't increase anyone's intelligence, or do anything to anyone permanently (except perhaps kill them, but we all know how permanent that is.) what happens, that player x can't cast ice-bolt because his intelligence is too low. His ice rune skill is rather high however, because he frequently uses an ice field (I'm not a mage so if someone wants to help me here on the name of the runes, and perhaps a better example, feel free.) Player y wants to kill go hunt demons because he needs their insides for an expirement (or whatever) with ice-bolts, but his intelligence is too low and his ice rune skill is very low and he doesn't want to spend the time training it. So Player x and Player y decide to link. First they decide who will lead. Player y agrees to do so. Player x casts a spell on himself, which tells the computer that he is willing to let the other person link to him. Player y casts a spell on player x that links the two of them. Now their skills are combined. This lasts only as long as they are within 2 squares of each other and neither logs off. Either one can end the linkage at any time by casting a different spell on himself. For the duration of the link, Player y has the sum of the intelligences of Player x and Player y up to the maximum intelligence allowed by his race. He also has the sum of their two skills in every rune that they both know. I think it would be easiest for no skills to increase during the link (if someone familiar with the server knows anything about this, a little insight would be appreciated.) Player x cannot cast spells or attack anything while he is linked because he is too busy maintaining his concentration. Without his constant concentration, Player y wouldn't be able to link to him. An option for this spell would be to initiate a constant mana drain while the players are linked thus effectively putting a time limit on their link. The players could use it to get lots of loot quickly, for self-defense, to take on tougher enemies for quests, to hunt down a very powerful character for revenge, etc. etc. May be a few spells could be introduced that would be impossible to cast without two or three mages being linked (I still think a firesword should require at least some spell-casting during the creation process.)