Skill Ideas, Spell Ideas and Spell Targets


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    The first idea really isn't a spell, but rather for spell functionality. You know how there are spells that can be cast through exits (afterburn is really the only example I can think of)... well, why not make it possible to target the EXITS themselves?

    Say you cast armor on a door? or shield? It should strengthen the door from bashing.

    Here is a list of possible spells that could affect exits and how:

    [b]armor[/b]: strengthens CLOSED doors from being bashed (not bash proof mind you)

    [b]shield[/b]: similar to armor, but stronger.

    [b]sanctuary[/b]: applies a short duration of sanc on the person, if not already on them.

    [b]web[/b]: throws the web spell on the victim, with a chance at keeping them in the room.

    [b]fireproof[/b]: makes the door burn proof if it's not already.

    [b]fireball[/b]: torches the door (exit must not be burn proof)

    [b]* barrier[/b]: puts a wall of * on non-doored exit. (works for any barrier spell.

    [b]invisibility[/b]: makes a doored exit APPEAR as if it had no door.
    [b]improved invisibility[/b] (or whatever it's called spell name wise): does like invisibility except that any pass proof exits will not bar anyone from passing.

    [b]word of recall[/b]: throughs the person to the recall point of the source room. Will NOT work in wilderness or rooms that don't allow recall.

    [b]bless[/b]: casts bless on the person.

    [b]dispel magic[/b]: nullifies all "unnatural" spell affects (temporary ones) off the door. Natural affects shouldn't be removable.

    Not sure what other spells there are that would seem feasible on exits. :)

    An idea for web though could be that it has a chance of snagging arrows in the exit.


    Ok.... now for some SPELL ideas. :)

    Fear spells, probably mentioned them elsewhere, but I'll repeat them here. These spells would cause anyone inflicted with them to react adversely when met with conditions associated with the given fear. In some cases, if the fear is severe enough and the victim were exposed to the fear factor(s) for too long, a state of absolute panic would ensue, possibly leading to the person dying from fright. ;)

    A sample list of fears and their triggers that I feel would be feasible to implement for this game:
    [b]Nyctophobia[/b] - being in any dark room without a light. If they have a light and are in a dark room, they'd feel uneasy, less able to focus on anything.

    [b]Agoraphobia[/b] - walking in the wilderness would be a big no-no. ;)
    [b]Claustrophobia[/b] - being in a private room and/or a room with no open exit.

    [b]Hydrophobia[/b] / [b]Rabies[/b] - don't go swimming, ever... you'll likely drown faster.

    [b]Monophobia[/b] - being alone (that you can see!) in a room. :)

    Combining fears would be a HORRIBLE thing to do to some poor sap. ;) Nycto-Clausto-Monophobia in a dark, closed off private room with no light whatsoever and the door is pass proof and bash proof. ;)


    Ok, other spells:

    "sanctuary" [color=cyan]here[/color] - makes sanctuary make the room a SAFE room for a duration. Should be harder to do and/or cost more mana.

    "oasis" - A druid spell that works in desert type areas, creating a room that is a lush terrain with a spring. The room's regen facilities become augmented by the level of the spell. The duration is based on the skill rating. Combined with a room sanctuary spell would make this a nice combo to have.

    "grow [color=yellow]vegetation[/color]" - A druid spell where the particular type of vegetation would be spawned in the room, each type having its own characteristics. This would form a group of spells (similar to cure/create/dispel/detect/etc).

    The only example for grow is "grow [color=yellow]vines[/color]" which would create a room full of vines that has a chance of tangling people up that enter and/or leave. The chance is level dependant as well as the chance of untangling yourself. This is basically a room web spell, however, casting fire spells and whatnot would be able to burn the vines to cinders.

    "wither" - a witch/warlock spell completely unrelated to "withering cloud" in that it would make the victim OLD for a duration. It would add to the person's age, make their strength, dexterity and constitution read half of what they normally would, cause their rolls to register as zero and make their combat and casting abilities somewhat weaker.

    "decay" - a similar spell as wither, but works on objects. It causes the condition of the objects affected to drain away, possibly causing the object to be destroyed. One idea could be to make this an affect that is checked each tick for a durational decay instead of a one shot deal. However, the durational is slower and less noticable. Perhaps have a "continual decay" that's much harder due to its subtly when left undetected. Normal "decay" would be one-shot, more damage at once and far more noticable.

    "illusionary [color=yellow]mob-type[/color]" - an illusionist spell that generates an illusionary mob of the given type, chosen from the available list. The mob would join the caster's group as if it were real. However, they only work on those affected by mental attacks and/or that have dim intellect.

    "hallucination" - an illusionist spell that makes the victim ... well, SEE things that aren't there, or see things that are there differently. One wicked idea is to allow the victims to attack and be attacked by mob hallucinations. Would bring whole new meaning to "fighting thin air??" given that no one else would be able to see it. If the victim is SO pulled into the hallucation, fighting one could even result in death... from the victim's point of view. In reality, they'd just fall unconscious after giving a BRILLIANT display of valor and combat expertise (^_^) and wake up after a few minutes where they "died", unscathed (well, unless this was in [b][color=red]*PK[/color][/b] rooms. ;) ) Perhaps add this to PILLS and stuff (can you same drug market?).

    "concealment" - an illusionist spell where an object could be made to look like something else. If done on an exit, it would merely make the exit hidden (not a secret exit!). For objects, make it only work for the long description. Think of it as a temporary restring. Faerie fog should rip RIGHT through this though. :) Mainly used as a deceptive tool.


    Ok, some skills:

    "chanting" - a way for monks to gather fighting power for a duration of the "gathered energy" which augments PURE hand-to-hand combat, amplifying the damage done. Should require hand-to-hand to be in the 90% range for chanting to work any. Might think this is similar to reverie, but it affects the roll values for the duration, adding so many roll values for every tick chanting. The chant duration should be dependant on the amount of movement the person has. Each time the augmented power is used, the movement diminishes.

    "critical damage" - combined with proficient martial arts and hand-to-hand skills, a monk with sufficient strength could take an opponent DOWN to awful, even from excellent, when ordinary attacks would not do so hot. The lag on this for failures should be longer than circles, and as long as circles for successes. The potential gains with this are pretty high for there to be no lag.

    "counter" - a combat technique to take an opponent'ss attack (non-magical) and turn it against them. Very risky in that the act of countering could allow the one attacking to counter as well (only once deep in that regard). An opponent that's skilled with countering is likely to avoid possible counters, but not always. Counter would be automatic, but not always done.

    "faking" - pretend to do a particular attack, possibly making the opponent react to the attack, leaving themselves open for your REAL attack. :) If they are skilled in the idea of faking, they might counter the attack. "fake [color=yellow]attack[/color]" would be a possible command for it.



    Note: if some of these already exist, see if what I suggested might improve them, otherwise, ignore those. ^_^

    Anyways, that is all. :D

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    Hrmm, wither could be beneficial to us fiends :)

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    All very interesting ideas… I think counter is my favorite.

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    just bc i glanced the post.. the critical damage idea is nice, but thats way too powerful…maybe like half of the current target hp, only in player combat. lets say i took someone to awful, one round and they'd be dead...put like 2 rounds of lag, let them have it ;) but at most, half would be about as far as i'd wanna see that go. personally, a fourth sounds better..thats still, for ppl our level, 1100 points on average for one attack. and since you'd still be attacking while 2 rounds of lag went thru, that damage would stack up in proceeding rounds.

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    wow…. ok, here goes exit ideas: I like the armor/shield/barrier? (I believe that's the same idea) spells Not sure exactly what you meant by sanc, but you seemed to write it in regards to the player rather than an exit. Same with web, however, I can see what you mean with that one. Something to go along with a webbed exit is possibly a "cut" command for cutting strands to get through. Fireball/fireproof is an interesting idea, but it seems like it's more trouble than it's worth to me. We already have pass door, pick, bash, and if all else fails you -could- find a key :-p Invisibility could be funny to watch and a good pk idea Improved invisibility shouldn't let people pass through a nopass door. It would make any door easy to get through eliminating the use of keys and pick/bash exit completely. word of recall looks like you described what the spell actually does. it sends you to the source of the area. If you are referring to setting recall points, I think that could be too easily abused. Bless? again, this is a player spell, not an exit one Dispel magic would be good assuming these ideas pan out fears: I like the fear ideas, but I don't think it should kill people if severe enough. Possibly just do something similar to faerie fire and lower hitroll or weaken damroll. Would make room flags much more useful. Other spells: Sanc... seems a bit overpowered to me. any zone could be safe if you had a walking safe room. takes out a challenging aspect of the game (namely that of having to recognize where you are for possible dangers like pk or mobs) Oasis looks good to me. Maybe rename the spell to be more general so it could be used in towns and forests and anywhere really. Would need to be a 1-2 tick duration at most though I'm not really sure what grow vegetation would do. would it make roots that cast those spells? If so, that's what potion shops and brewing is for (I believe that's still a druid spell) Grow vines would be similar to web and icestorm. Would need to be a remort spell to be considered imo. Wither seems overpowered. 1/2 str/dex/con is WAY too much. What rolls are you talking about? It seems like this spell would completely disable a person from a fighting standing point. Other spells/skills that have done that needed a common counter/immunity. Also, age is supposed to help vampires and fiends. What about Elves who don't age? Is there really a huge difference between a 40 year old elf and an 80 year old one? I'm not sure which objects you're looking to destroy, but I believe there is already a mage spell that destroys objects. The only use I can see for a continual decay idea would be as a cruel joke to people you have CPK'd or to those who you gave eq to. What exactly would the illusionary mob do? Who is affected by mental attacks that this would be useful? I need some clarification here. Hallucination would be a fun mob spell to see. In PK I think it would be much too powerful, but maybe that is just me. It seems like it would be a prolonged blackjack that as of yet has no counter. concealment would be fun to see imp'd I don't really understand what range you are talking about for chanting. Are hand-to-hand damages for monk really that small? I thought they got enhance damage too. Critical damage is painfully overpowered. Backstab has a longer delay on it than circle and doesn't do near as much as this skill could possibly do. It would need at LEAST 2 rounds of delay and possibly the loss of one attack for those rounds. I think that a hp percent (capped of course (possibly at 800 damage) would be better, but 50% seems like it's too much. Counter is a good idea, but we have weapons that do that in the rawest sense of the idea. I'm wondering about the ramifications in pk because I've had complaints that it takes too long already. Faking... I'm not sure about this one either. Sounds like you would need to add a counter skill for this. Also, would this skill be used? We changed bash [not only because it was a good idea, but also] because it had become a useless skill due to circle. Just wondering if this skill has a competing edge. Keep sending these in. I like em :) eRTAI!~!

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    (hmm.. sudden thought of worst thing to do: comment Xevira's entire post…) Ok, lots of crazy ideas here... let me see. Armor/shield on door: cool, I support. Sanctuary on door: what's the point? Everyone already has sanc. Web on door: not a bad idea... but when could they actually pass? And I like the arrow thing for it... though I have yet to see a person use (cross)bows, even though I've heard they work. Fireball/Fireproof on door: meh, I'll agree with Ertai-- we already have enough crap for this. * Barrier on door: sounds good. Invis/Improved invis on door: again, I agree with Ertai on both. Word of Recall on door: what's the point of this again? to make a room completely and utterly inaccessible, so that every time someone tries to enter it, they're thrown back? Bless on door: ... why would anyone want to do this? Dispel Magic on door: "off the door" as in removing armor/shield/fireproof from it? That wouldn't be too bad. The fears seem... interesting. Yet again, I must agree with Ertai; to kill by these would be far too good, but decreasing hit/damroll sounds like a decent consequence for being in a feared situation... or maybe decreasing a few attributes like str or dex temporarily. I would like to hear some different ideas for the consequences here though. And though if you look at a dictionary definition of hydrophobia you'll most likely see rabies listed, most of us don't think of rabies in that way, so maybe only call that one hydrophobia. Sanc on a room.. while it sounds like a good idea, it could easily be abused... maybe make a player not be able to cast it very often and make the duration relatively short. Just as long as someone can't hide out forever in one (or numerous) room(s) from a pker, making the room(s) safe continuously, it might be ok.. but do we really need this? Oasis sounds more practical, but I disagree with Ertai here, and think it should definitely be for more than just 1 or 2 ticks.. maybe like 5. Grow Vegetation sounds blah. (refers to Ertai's answer) Grow Vines sounds interesting.. but if we would already allow web to do so, this would just be unnecessary. Wither sounds meh. And others have a point about vamp/fiend. Decay.. I think it's just wrong to be able to destroy someone else's hard-gotten items. Illusionary Mob would be cool if Titans were still vuln to mental, but I believe that vulnerability was taken away. If it wasn't, this would be cool. Hallucination sounds a bit similar to Illusionary Mob.. could have some very interesting applications, but yeah.. just don't let this happen in CPK rooms. Chanting sounds interesting, but it's not like it's hard to get a weapon style that high.. I know mine was mastered foreverago. And yes, Ertai, I believe we monks are supposed to have a bit enhanced hand to hand damage, but it's still not as high as weapons or anything. Maybe to balance this out make it dissipating out over the duration.. like you chant before a battle, and the effect tapers off gradually. Again, others are right about Critical Damage being way too powerful; 1/4, 1/3, or so would be good. Counter and Fake.. meh, while counter sounds interesting, it's kind of unfair that both require the opponent to also have the skill in order to have any chance of reversing it.. and Fake doesn't seem that useful anyway. Ugh.. that was a lot of writing and thinking.. ow ... very glad we have someone who has lots of ideas to give out, just don't do this __too__ often.

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