Spell ideas
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Re: Spell ideas
Yes the skill trees would probably have to be rewritten to make Mages more versatile. I could see a system where magic is broken down into 7 categories for skills that cover all possible spells and have their unique perks (Air, Earth, Fire, Water, Arcane, Life, Death). With the spells placed in the trees less scarcely so you putting a few picks into anything is always a good idea. A mage should get at least one new spell with each level.
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- Posts: 90
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Re: Spell ideas
Poison related spells could all be Earth+Death+x.. it actually makes more sense.Sir_Veillance wrote:That's already a spell, it's called poison bolt.1varangian wrote:Air
Levitate (Air+Earth) - Descend into pits without taking damage
Edit : Actually, that's not the only one. I mean I like the idea of more spells and all, but they would all need different combinations and then some of them wouldn't really make any sense at all with their combination.
Another idea is that the sequence of runes could matter so that Air+Earth would be a different spell from Earth+Air. The first rune would determine the domain the spell is selected from and determine any bonuses from skills or equipment.
Re: Spell ideas
NIce idea, I liked earth spells a lot.
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Re: Spell ideas
Ideas for Mage Traits (only one allowed)
Disciple of the Flame - Fire Resist +25%, Cold Resist -25%, Fire skill +4, can not cast spells from Water
Level progression:
level 6 - Evoker of the Flame - Fire Resist +50%, Fire spells cost 20% less Energy to cast
level 12 - Pyromancer - Fire Resist +75%, Fire spells have 20% shorter cooldown
level 18 - Master of the Flame - Fire Resist +100%, Fire skill +4
Disciple of the Winds - Air Resist +25%, Poison/Earth Resist -25%, Air skill +4, can not cast spells from Earth
Level progression:
level 6 - Evoker of the Winds - Air Resist +50%, Air spells cost 20% less Energy to cast
level 12 - Tempest - Air Resist +75%, Air spells have 20% shorter cooldown
level 18 - Scion of Storms - Air Resist +100%, Air skill +4
Apprentice of the Arcane - Spellcraft +4, Energy regeneration +10%
Level progression:
level 6 - Adept of the Arcane - +1 to all existing magic skills, Energy regeneration +20%
level 12 - Master Arcanist - +1 to all existing magic skills, Energy regeneration +30%
level 18 - Archmage - +1 to all existing magic skills, Spellcraft +4
Battlemage - Health +15, unlocks weapon and armor skills
Disciple of the Flame - Fire Resist +25%, Cold Resist -25%, Fire skill +4, can not cast spells from Water
Level progression:
level 6 - Evoker of the Flame - Fire Resist +50%, Fire spells cost 20% less Energy to cast
level 12 - Pyromancer - Fire Resist +75%, Fire spells have 20% shorter cooldown
level 18 - Master of the Flame - Fire Resist +100%, Fire skill +4
Disciple of the Winds - Air Resist +25%, Poison/Earth Resist -25%, Air skill +4, can not cast spells from Earth
Level progression:
level 6 - Evoker of the Winds - Air Resist +50%, Air spells cost 20% less Energy to cast
level 12 - Tempest - Air Resist +75%, Air spells have 20% shorter cooldown
level 18 - Scion of Storms - Air Resist +100%, Air skill +4
Apprentice of the Arcane - Spellcraft +4, Energy regeneration +10%
Level progression:
level 6 - Adept of the Arcane - +1 to all existing magic skills, Energy regeneration +20%
level 12 - Master Arcanist - +1 to all existing magic skills, Energy regeneration +30%
level 18 - Archmage - +1 to all existing magic skills, Spellcraft +4
Battlemage - Health +15, unlocks weapon and armor skills
- BlueLegion
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- Joined: Sun Apr 15, 2012 2:14 pm
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Re: Spell ideas
Traits usually don't upgrade. They just provide a starting bonus of some description. But some class-restricted traits would indeed be nice, but the other classes will need some too.1varangian wrote:Ideas for Mage Traits (only one allowed)
-snip-
That will, however, raise the problem that a lot of people will settle for one of their class traits and Skilled, probably making characters less diverse. Meh, I will just trust in AH in making another great game.
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- Posts: 90
- Joined: Thu Apr 19, 2012 10:35 pm
Re: Spell ideas
Traits, specializations, prestige classes, kits, whatever.. the core of the idea is to be able to focus on something - or everything.. to make cool mages.
Re: Spell ideas
A spell that would make buttons glow slightly for about 10 seconds each time. About three, or four tiles radius for the spell.
It would need a high spellcraft level. At least 20 to be used and also energy needed for casting it needs to be high.
It would need a high spellcraft level. At least 20 to be used and also energy needed for casting it needs to be high.
Re: Spell ideas
Along the same lines, I was thinking about a spell that checks a radius of X tiles around the caster for secret switches/buttons and plays a sound cue if any are within range.
- Jack Dandy
- Posts: 476
- Joined: Fri Mar 02, 2012 2:22 pm
- Location: Haifa, Israel
Re: Spell ideas
I think a Temporal\Time-based mage could also be really neat. He'd have spells that can reverse time, slow everything down, and even bring someone back from the dead if executed properly (Very soon after the part member's death). Maybe even cast a fast-forward spell for when you want to explore the cleared out dungeon levels more quickly.
- BlueLegion
- Posts: 91
- Joined: Sun Apr 15, 2012 2:14 pm
- Contact:
Re: Spell ideas
Teleportation to already explored tiles! (only if the selected tile is on the same floor and there is a direct, unblocked path to it)Jack Dandy wrote:I think a Temporal\Time-based mage could also be really neat. He'd have spells that can reverse time, slow everything down, and even bring someone back from the dead if executed properly (Very soon after the part member's death). Maybe even cast a fast-forward spell for when you want to explore the cleared out dungeon levels more quickly.