Jump to content

Recommended Posts

Devour Sole

 

This spell allows the caster to use boots (and other footwear-type items) for sustenance.

 

And makes it harder for his or her enemies to walk over rough terrain.

"Step away! She has brought truth and you condemn it? The arrogance!

You will not harm her, you will not harm her ever again!"

Link to comment
Share on other sites

soul trap ?

 

use the souls for crafting or commerce

 

Just thinking.., could that be considered slavery ? A new form of slavery in a new universe. Some cultures practise it, some others don't, some cultures want to eradicate that form of slavery, some others don't care..

Actually you get to go to the soul forge in the DLC. Where all your + 25% alchemy rings toil away for eternetly.

Na na  na na  na na  ...

greg358 from Darksouls 3 PVP is a CHEATER.

That is all.

 

Link to comment
Share on other sites

I want to see magic used more out of combat.

  • Construction
  • Conversation/dialogue -
  • Impersonation
  • As a distraction, eg distract guards from their post.

I would also like to see some magic which takes effect over a longer period of time - as most magic these days is instantaneous. They would take a lot of effort and special resources to cast but would provide long lasting benefits such as stat manipulation, or a permanent ability such as night vision. Maybe even to help someone repair a lost limb.

 

 

Something like mind read would be interesting. It could work like force persuasion in kotor games where it gives you extra details and options in a dialog.

 

I have always been a fan of Necromancy, but sadly necromancy spells are usually boring and useless. That boring old summon skeleton was only good in Diablo 2. The reanimation spells are hard to make interesting and balanced at the same time. Still there's much more to it than Skeletons and reanimation. Curses, blood magic, demons(summoning, controlling, making pacts.) undead, souls and even self improvement like life extension. Considering that souls are a big deal in this lore, necromancy could have an interesting place in the game.

  • Like 2
Link to comment
Share on other sites

  • Levitation/Telekinesis ---high medium level to high level ability)
  • Charm animal ---(low level ability)
  • Read thoughts --- (medium level)
  • Dominate soul (permanently bind another sentient creature into a task or your service--very high level)
  • Invisibility ---(medium level
  • Dimensional Gate/short range teleportation --- (high level)
  • Lock/unlock --- (Low medium level)
  • Finger of Death ---(high level. %chance mitigated by stats)
  • Agony--(torture spell--Low level with scaling power)

  • Like 1
Link to comment
Share on other sites

Spells probably add a fair amount of length to the development process; each spell requires some time to develop the scripts, build the effects, and test. From the standpoint of an economy of effort, would it make more sense to create sequences consisting of related and ever more powerful spells? Drakensang comes to mind, where there are fewer spells but you can spend points to improve them. Alternatively, there could be a chain of related spells, such as defense against the magical arts spells, that are cumulative in their effect.

"It has just been discovered that research causes cancer in rats."

Link to comment
Share on other sites

Flicker

 

The target of the spells temporarily flickers in and out of space. This happens randomly, so there is an equal chance of the target automatically avoiding an attack or automatically missing on his own attack due to not being actually there when the blow connects.

"Lulz is not the highest aspiration of art and mankind, no matter what the Encyclopedia Dramatica says."

 

Link to comment
Share on other sites

Give me a spell with this effect and I'll die happy:

http://www.youtube.c...KQD4az3A#t=578s

 

Some to think of it, Saint Seiya has some wicked attacks that would make cool-looking spells.

 

Like Scarlet Needle (pain + poison, and a chance to kill you that increases with each strike)

 

Lighting Plasma (I want to seea thief avoid this)

 

and so on...

Edited by TrashMan

* YOU ARE A WRONGULARITY FROM WHICH NO RIGHT CAN ESCAPE! *

Chuck Norris was wrong once - He thought HE made a mistake!

 

Link to comment
Share on other sites

Summon the Mourners

 

This spell calls forth the mystical creatures called the Mourners. They seem to have no interest in the mortals' affairs, yet answer the summons of a sufficiently skilled wizard without the need of a tribute, or a chance of turning against their summoner. When summoned, they appear as extremely tall humanoids in shapeless black robes covering their entire body. Their face is never seen under the hood, yet a constant stream of tears is visible from every angle.

 

After they appear, they do nothing but stand silently beside the mage. Usually it's more than enough, since their mere sight inspires a mixture of uneasiness, sorrow and despair in the onlookers, who soon find themselves totally overcame with these emotions, to the point where they are completely unable to continue fighting. This is further aggravated by the facts that after the first glimpse, it becomes progressively harder to turn one's gaze away from the creatures, and that the magnitude of these emotions exponentially increases with every dead lying on the battlefield.

 

The easiest protection against their influence is not to look at the creatures at all, since even the strongest magics designed to amplify one's willpower and ward off such emotional manipulation can only offer a temporary aid, which will eventually be overcome.

Edited by aluminiumtrioxid
  • Like 1

"Lulz is not the highest aspiration of art and mankind, no matter what the Encyclopedia Dramatica says."

 

Link to comment
Share on other sites

I'm gone for a day and already we're on page 5... time to bump this with a spell or two. So far "Speak with the dead" seems to be the favorite.

 

 

 

Vengeance: This is what those boring instructors always warned you never to do. As a last resort, the caster releases significantly more magical energy than his mind can safely handle. The energy radiates from the caster, destroying pretty much everything caught in the blast but losing intensity as it travels outwards (massive damage near the center, medium damage at the edges). Usually all that is left of the caster and his immediate surroundings is a smoking crater. This is the most destructive spell available to a mortal mage without an extensive ritual and/or an external power source like a pact or artifact, but for obvious reasons it is seen very rarely.

 

In gameplay terms this means you take your caster out of the fight in exchange for one big blast (that might end up crushing the rest of your group as well). When using gameplay mechanics where death in combat is very cheap, like everyone getting up by themselves after the fight or resurrection as a starter ability for clerics, this spell probably needs an additional heavy debuff on the caster to keep things balanced (his magics are literally burned out).

 

Can also be used as a story device when an NPC (*cough*Amie*cough*) has to make some heroic sacrifice. It'll probably still be a stupid idea, but at least he'll actually accomplish something that way.

Link to comment
Share on other sites

And for chuckles:

 

Bovine Intervention (from Sacrifice): A cow is flung down from the heavens to smite your foes. This will usually leave them crushed and everyone in the vicinity covered in gore and quite possibly fleeing in terror. Works only outdoors for obvious reasons. Might require the caster to be slightly unbalanced =P

Link to comment
Share on other sites

God Hand:

The Heavens part and a gigantic hand made of pure energy bit**slaps the enemy into the next country.

 

 

My Little Friend

Summons a Vorpal Bunny for the number of rounds equal to the caster level. If the caster doesn't have a carrot to apease the mighty doombringer he too becomes his target.

* YOU ARE A WRONGULARITY FROM WHICH NO RIGHT CAN ESCAPE! *

Chuck Norris was wrong once - He thought HE made a mistake!

 

Link to comment
Share on other sites

I would enjoy spells that could help influence dialogue or how much you trust someone

 

For example detect lie, it wouldn't tell you directly what the person is lying about but you would get a feeling during the conversation and as such you may talk to the person your supposed to murder instead of just murdering them and find out in reality he's the priest and the other guy is a child murderer.

 

Speak with the dead, of course is a great idea (arcanum did it at an ok level)

 

Some spells that can "combo" together the best example I can give is from War of the Spider Queen with a dimensional lock+delayed fireball+sphere around target=fun, in that example your fireball would only damage that select target for very high damage as the flames cannot escape the sphere.

Link to comment
Share on other sites

Soul Swap: you violently force your soul into the body of another, controlling it for a short period. Imagine for a few seconds controlling the magic user standing in the middle of a gang of bandits about to attack you, fireball centred on yourself...release soul swap...

  • Like 3
Link to comment
Share on other sites

Temporal rejuvenation

 

To the uninitiated eye, this spell may seem to be one geared toward the manipulation of lifeforce, but it's pure time magic. It creates a strangely specific time bubble around the target's body, inside of which weeks, or even months may pass in a blink of an eye. The process is little understood even by experts, but the spell simultaneously allows the target to manipulate his surroundings despite the temporal differences.

 

The effect is similar to most healing magics': wounds mend, fatigue or stunning become no longer applicable as the body quickly regenerates over the course of the months passing in the bubble. It is, however, worthy of noting that this actually makes the recipient older, so over-reliance on the spell's curative effects in elderly patients is strongly advised against. Even more devastating is when it's used on poisoned, diseased or profusely bleeding targets: the results can quickly prove fatal.

Some might argue that this is actually an advantage, making the spell's usage a lot more versatile, allowing it to be wielded as an assasination tool; such opportunistic views are, however, generally frowned upon and considered to be ignoble and dishonorable.

Edited by aluminiumtrioxid
  • Like 1

"Lulz is not the highest aspiration of art and mankind, no matter what the Encyclopedia Dramatica says."

 

Link to comment
Share on other sites

I remember one of my more clever mage players once used a telekinesis spell to snap a villains spine, thought that was quite a unique use of magic, so I allowed it.

Quite an experience to live in misery isn't it? That's what it is to be married with children.

I've seen things you people can't even imagine. Pearly Kings glittering on the Elephant and Castle, Morris Men dancing 'til the last light of midsummer. I watched Druid fires burning in the ruins of Stonehenge, and Yorkshiremen gurning for prizes. All these things will be lost in time, like alopecia on a skinhead. Time for tiffin.

 

Tea for the teapot!

Link to comment
Share on other sites

Spell ideas I've mentioned in other topics:

 

Awaken the Torn Defender

 

This spell animates a fallen body to defend the spellcaster and his allies. For some reason, the animated body undergoes a strange transformation while under the spell's effect: its eyes seem to retract a bit and dark circles appear around them; the muscles seem to atrophy, while the belly becomes swollen. All in all, the target somewhat resembles to a victim of hunger. There is no known reason why this transformation occurs, or how to get rid of it.

 

The freshly created Torn Defender tries to protect his master by throwing itself against enemy blows, functioning as a literal "meat shield". It doesn't attack, nor does it grapple the opponent or try to hinder it in any way; but its agility, resilience, and resolve to protect its owner makes it a reliable annoyance.

 

The easiest way to deal with the creature is to hack away its legs; it robs the body of both the agility and the required height to effectively protect against any blow.

 

Summon Doomshriek

 

The spell conjures forth a Doomshriek, a predator of another plane. They are gigantic, pale, blind eel-like creatures floating in the air. It is theorized that they live underground, swimming in a substance lighter than the air of our plane - thus, they're able to float here.

 

They attack with their strong jaws, tearing huge chunks out of their victims' flesh after they've stunned them with their shrieks. These narrowly focused sound blasts can induce deafness and complete sensory overload in the victim. Of course the constant shrieking makes it quite hard to concentrate, let alone identify the enemy spellcasters' formulae, so countering enemy spells becomes quite hard with this creature on the battlefield.

 

Notable weaknesses: it's not unheard of that they attack their summoner under the influence of a berserk spell, or if no other, more compelling targets are present. Also, the emitted sounds seem to play a huge part in their navigation in the environment, thus a sufficiently strong Silence spell renders these mighty creatures almost completely impotent.

"Lulz is not the highest aspiration of art and mankind, no matter what the Encyclopedia Dramatica says."

 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...