MadDemiurg Posted May 16, 2015 Share Posted May 16, 2015 (edited) Post any cool ideas for spells you'd like to see in the expansion(s). These can be higher level spells (7-10) as there are 10 levels in the spellbook UI, thus more powerful than anything that exists currently, or new spells of existing levels. My ideas: Cipher Shadow assassin. Single foe target. Attacks will. Summons a shadow double of the target, that has the same stats, but only 1/2 endurance and can not use any abilities. The target is Terrified until the double is alive. Harvest essence. Deals raw damage to an ally, granting some focus. Costs 0 focus. Touch range. Mind meld. Target an ally. All stat scores for the cipher and the ally are changed to the greater score of the two for x seconds. Misdirection. Target an ally. Targeted ally gains +2 engagement slots and the cipher becomes invisible for x sec or until he attacks or the targeted ally is knocked out. Telekinetic blade. Requires a melee weapon equipped. Target an enemy (long range). Attacks deflection. The enemy takes damage from the primary attack +x%. Emphatic curse. Target an enemy. Attacks will. Targeted enemy takes x% of damage taken by anyone in x meters radius around him as raw damage for a short duration. Wizard Prismatic wall. Creates an energy barrier. Anyone passing through takes x-y random element damage and is blinded and dazed (vs will). Freezing grasp - Summons magical fist weapons. They do x-y frost damage and have +z accuracy and paralyze on crit. Mental projection - Creates a duplicate of the wizard that is capable of casting all his spells (uses per rest or per encounter are shared) Orb of annihilation - Deals x1-y1 frost damage and paralyzes vs fortitude, Deals x2-y2 shock damage and weakens vs reflex, Deals x3-y3 fire damage and blinds vs will (singe target). Targets with low endurance are destroyed instantly. Effects are applied in random order. Mental unshackling - contingency that activates on any disabling effect. The wizard is still unable to move or use weapons but can cast spells for x seconds. Telekinetic pull - targets are pulled x meters towards the center of the effect (vs fortitude) and are knocked prone (vs reflex). Pyrokinesis - targets in large aoe take x-y immediate fire damage and z fire damage over time (vs reflex). Druid Font of elemental power. Hazard aoe that increases all elemental damage of allies standing in it by x%. Swarm of biights - summon 3 random blights Cyclone - summon a gigantic tornado that slowly moves from the druid, pushing everything away and dealing crush + freeze damage (vs fortitude) Poison weapon - druid's weapon attacks weaken targets on hit for x secons Sandstorm - deals piercing damage and blinds in large aoe vs reflex, lasts x seconds Take roots - Druid immobilizes himself, while gaining a large bonus to DT, max endurance, regeneration and all saves Rooting vines - stuck vs reflex in aoe. Dehydrate - target receives -x constitution penalty and takes raw damage over time vs fortitude Edited May 16, 2015 by MadDemiurg Link to comment Share on other sites More sharing options...
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