What Spells would you like to see?

Discussion in 'Debates & Discussions' started by Andrew Lynas, Mar 4, 2020.

  1. Captain BlackJack

    Captain BlackJack Level 16 (Paladin) Exiles Citizen

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    I think I would rather see Ricther get a stinky finger spell.
     
  2. Andrew Lynas

    Andrew Lynas Level 17 (Theurgist) Exiles Beta Reader Citizen

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    Ghoul Touch, Life Drain, Fire Fist and Shocking Palm (could also potentially be used for Electrical Resuscitation as well as defence/offense combat).

    There was also a D&D Spell I came across in one book that would make a good Blood Spell, if used on a freshly slain foe it would turn a portion of their Flesh and Blood into a Map showing where their most priced Treasure(?) was located, worked best if they where a long time native to the area, and Treasure could be anything from regular treasure & coin too valued Herbs, a good Hunting spot, clean waterering hole, minerals, ect, depending on Species, Sentience & Intellect, Individual Interests, Location and other assorted things. No really firm facts on what it might be till you check, but rough guesses could be made from Species, Location and past experiences.
     
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  3. Captain BlackJack

    Captain BlackJack Level 16 (Paladin) Exiles Citizen

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    So what would be better a stinky finger spell that allows Ricther to use a magical stinky finger to mark others or items. The smell being so strong it would make others not only repulsed but easy to track. Or should a stinky finger spell be cast on others. Where as everyone around the affected would be sickened. Everything they touched would also be marked with the smell.
     
  4. Andrew Lynas

    Andrew Lynas Level 17 (Theurgist) Exiles Beta Reader Citizen

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    There are lots of better Spells for Tracking then that, one's that causes the Target to leave a Scent Trail but only noticeable to the Caster, or one that causes the Target to leave Glowing Foot & Hand Prints behind them but again only noticeable to the Caster, Spells that allow you to Track them via their Blood Scent of the Direction they are in via a Blood Sample (Blood Magic), Aura Tracking, Sense Enhancement Spells, Psi Viewing, ect. If you are to use your Stinky Finger Spell to help Track it should be a secondary or tertiary function of the Spell not it's primary, after all it they know they Stink they might take steps to make it harder to be Tracked.
    A Spell that causes something to Stink to a Violently Nauseating degree as an Attack or Animal Warding Away or Area/Item Repulsion effect could be useful but it would work best if either the Caster was immune or at least resistant to the Smell as a Touch Spell, or as a Long Ranged or a Delayed Activation Spell. Also there should be a easy to use companion Spell that allows you to Protect Party Members from the Smell and Remove it from People and Objects that you didn't want to be effected.
    Other versions of this Stinky Finger Spell might be an Animal Ward Spell that helps to drive of most Animals via a horrific Smell those in the Ward can't Smell, Nauseating (Vomit Inducing) Smell Bolt for Long Distance Attacks, Skunk Spray for Medium Range, Nauseating & Tear Inducing Gas Mist (basically a Stinky, Vomit Inducing Tear Gas), Vile Body Odour Curse (dramatically drops the Targets Charisma), Carrion Scent Call (causes the Target to be irresistible to Carrion eating Bugs, Animals & Creatures, they will be attracted from a wide area to the Target (particularly effective on attracting Ghouls), and lastly Not-So-Silent Butt Deadly (a joke Spell that causes the Target to involuntary unleash a long, violent, noisy and Stinky Fart, slight chance of sharting).
     
  5. Andrew Lynas

    Andrew Lynas Level 17 (Theurgist) Exiles Beta Reader Citizen

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    Cast Fist Spell, a last ditch Contact Spell that can be near instantaneously Cast of Charged Up for more power. It slightly but noticeably increases the Speed, Strength and Physical Impact Attack Damage of a Punch and increases the chance of a Critical Hit by small percent (% increases if hitting a vulnerable body part) on the Near Insta Cast mode and a significant increase if Charged Up beforehand, the more it's charged the longer the Cool Down and Mana Cost. High change of a Knock Back Effect and a good chance of a Stun Effect, slight chance of a Slow Effect, % increases with Charge. Spell has a Stamina Cost as well as a Mana Cost and a longish Cool Down.

    The Mage that created this Spell also created the Cast Kick and Cast Head-Butt (similar Spell uses and effects to Cast Fist), the Cast Arm Block (protective Spell that for a few seconds increases Speed, Natural Armour and Reduces Impact Damage on users Arms), and Cast Flee (a defensive Evasion Spell that for a few seconds significantly increases Burst Running Speed then for a short time after that slightly increases Running Speed, Agility, Dodge & Evasion Chances and a few seconds of increased Natural Armour (especially in the Casters Back)). All these Spells have both a Stamina and Mana Cost and a Near Insta Cast and a Charge Up option, and Longish Cool Down.
     
    Last edited: Nov 7, 2021




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