Some spell idears


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    Mostly, these ideas come from other games, but some are of my own concoction. i'm trying to make up as many ice spells as possible, being that they're few and far between. see what ya like:

    Meteor: summons a huge flaming rock from the heavens, smashing opponents (possibly everyone in the room) and sending firey debris flying. consider a short-lived inferno in the room.

    Iceball:This spell creates a heavy ball of ice and sends it cracklingtowards an opponent. The magical attack is much colder and deadlier than normal ice, and can do a great deal of damage. In higher levels, this spell can sometimes create more than one ball of ice.

    Ice Wind: This spell allows the caster to freeze the moisture in the air, forming very sharp ice shards which are hurled about in a violent manner. Because it will affect every living being in the room, the spell will initiate combat with otherwise peaceful creatures. There is a chance that the ice will temporarily freeze anyone that it touches.

    Magic Lock/Unlock: uses magical forces to unlock/lock doors. basically a mage's version of pick lock (can not be used on pick proof doors)

    Magic Bomb: a bomb composed completely of magical energies. possibly motion/time detonated.

    Ice Storm: Mostly, these ideas come from other games, but some are of my own concoction. see what ya like:

    Meteor: summons a huge flaming rock from the heavens, smashing opponents (possibly everyone in the room) and sending firey debris flying. consider a short-lived inferno in the room.

    Iceball:This spell creates a heavy ball of ice and sends it cracklingtowards an opponent. The magical attack is much colder and deadlier than normal ice, and can do a great deal of damage. In higher levels, this spell can sometimes create more than one ball of ice.

    Ice Wind: This spell allows the caster to freeze the moisture in the air, forming very sharp ice shards which are hurled about in a violent manner. Because it will affect every living being in the room, the spell will initiate combat with otherwise peaceful creatures. There is a chance that the ice will temporarily freeze anyone that it touches.

    Magic Lock/Unlock: uses magical forces to unlock/lock doors. basically a mage's version of pick lock (can not be used on pick proof doors)

    Magic Bomb: a bomb composed completely of magical energies. possibly motion/time detonated.

    Ice Storm: This spell causes small, localized storm clouds that occasionally spit out freezing shards of ice and cranium-damaging hailstones. (room affecting)

    combat blink: spell that causes the caster to temporarily disappear to a distant location during combat, then return immediately. basically a mage's combat defense. may allow a mage to surprise their enemy and get in an extra hit or two before their opponent can retaliate.

    Wall of Thorns: This powerful spell creates a close wall of thorny brambles around the area in which it was cast. The resulting thorns will harm most anyone who enters or leaves the room, and there is a chance that the thorns will cause the victim to be poisoned. affects players entering or leaving a pk area, and npc's are always affected.

    the following are reccommended for the necromancer/illusionist class:

    Disrupt sight: By disabling an opponent's optic nerve, this spell attempts to render the victim sightless. The length of time that the effect remains is dependant upon the level of the caster, and it will cause a decrease in agility and hindrance of most actions if successful. However, the spell can quickly be reversed through magical means. (if necros have blind, just ignore this idea)

    spook: This spell allows the necromancer to manipulate the mind of an opponent, instill in them an unnatural terror. If the target is less powerful than the caster, they will attempt to flee for their life, even during non-combat situations.

    mental disruption: a counterspell-type spell, but can be used to prevent a spell before the caster even tries to cast it. possible lasting effect, though not long, as that would completely annihilate any spell-casting competition.

    end illusionist/necro skills

    singularity: creates a pin-point sized, extremely dense gravitational anomaly (basically, a mini-blackhole) in the room, sucking all creatures/people into it, then detonating, shattering the surrounding area with magical flames. doesn't affect the caster/caster's party, and has a low success rate with a high mana cost.

    Hydroblast: This spell sends a huge column of water towards an opponent, lifting them into the air and slamming them back down again. If combat is taking place in or near a body of liquid, no water needs to be summoned from the elemental plane, and the extra energy can be used to make the spell's effect even more violent. possible stun effect.

    ooze: This spell turns the ground beneath the victim into a slippery puddle of ooze. There is a chance that they will lose their balance, fall to the ground, and not be able to attack or flee until they can stand up again.

    ice whip: A spell that should be used for fighting formations. This spell conjures a whip that slashes the enemy, and if more than one person is in the enemy's formation, it would hit all of them.

    Fissure: Opens a rift in the ground that shoots up scalding steam, sulfur, flames, what have you. possibly allow creatures from the underworld to come in and gum up the works, or have a chance that bash (currently only useful for taking out the occassional door) will knock the opponent into the fissure, which acts like a death trap.

    fist of the heavens: gigantic bolt of holy lightning that flies down out of the heavens (hence the name) hitting your opponent for massive damage. negative aligned creatures get a bit of extra damage.

    glacial spike: summons a razor-sharp shard of an underground glacier to skewer an opponent. works fastest if you're near a glacier (i.e., tundra)

    blaze: short-lived affect that causes flames to fly up in every room you enter. players... pk... yada yada. you know that already.

    decoy: creates a magical mimic of the caster, causing the mimic to be mistaken for the caster and therefore preventing damage/attacks from agro mobs. kinda like the little red blankets that matadors fling around to distract a bull. 'cept it's a magical red blanket.

    that's about it for spells. i also suggest the creation of magical quivers/bows/arrows/etc that enhance the munitions that you fire. poison, fire, cold, or magical damage are some ideas.

    i need to go ice my wrists. :?

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    Ugh, please refrain from suggesting the implementation of MM spells/skills/game dynamics, or blatant D2 ripoffs. Some of those "descriptions" are almost word for word from the MM help files!

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    > Mostly, these ideas come from other games, but some are of my own concoction. i'm trying to make up as many ice spells as possible, being that they're few and far between. Hey, finiti. You didn't come up with any of those. Singularity? Thats called "Vacuum evocation" for Materia Magica druids. You did nothing. Nothing, I say. *Mutters something about finiti being a dumbass*

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    what, exactly, is the problem with borrowing some spells? and not all of those ideas were unoriginal. just similar to every other spell ever imagined. anyways, people were whining about necros not having any good spells, and about the severe lack of ice spells in the game, so i figured i'd throw some out there. if ya don't like them, ignore them. and cata? tall cliff. you. long walk. soon.

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    Alright, I just cleared out the mini flamewar between Cata and Finiti. If it happens again, the thread is locked, as I'm too lazy to clean up after you two like this.

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    Lukus, calm down man. me and cata just rail each other for fun. no offense is intended to anyone. dang.

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