What Spells would you like to see?

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

  1. Mister Bill

    Mister Bill Level 15 (Guardian) Exiles Beta Reader Citizen

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    Definitely would have some value but it’s more a question of what’s usable for the village outside. It wouldn’t necessarily be the usual stuff like in their forests.
     
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  2. ShoughtLoud

    ShoughtLoud Level 18 (Magician) Exiles Beta Reader Citizen

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    Biggest bonus would be being able to heal himself when using his bloodline ability
     
  3. Andrew Lynas

    Andrew Lynas Level 17 (Theurgist) Exiles Beta Reader Citizen

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    Indeed, I hadn't really thought about that. Plus they might be usable on Undead Creations and Summons, also some might have much more effect on Elemental Creatures then Life Magic, for instance using Water Healing Magic on Water Elementals or Earth or Fire on Earth or Fire Summoned Golems.

    It might also be away for Sion to get some Healing Spells even though he can't get Life Magic.

    A death Magic Spell for Repairing Undead might be useful for both Richter and Bolan(?) the Necro Gnome.

    And alla (early) Drizzit Drow Spells, Fey Magic Fairy Fire (Illusioniary Fire that you can chance the colour of at will), Dark Magic Sphere of Darkness, Air Magic Levitation, Light Magic Dancing Lights (pale multi coloured moving lights), and Thought Magic Telekinesis.

    If Sonic Howl is Earth Magic then I wonder what it's Air, Death and Water Magic versions are? Harpy's Screech, Banshee's Scream, Sirens Wail?
     
    Last edited: Feb 17, 2022
  4. Andrew Lynas

    Andrew Lynas Level 17 (Theurgist) Exiles Beta Reader Citizen

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    A Spell that allows Richter to Summon/Teleport marked Pets and Familiars to himself (and preferably back again), possibly two Linked Spells, one that Teleports the Named/Marked Pet to you and a second that can send them back to a Marked/Designated Pet area. This would have to have a very high Spell Level, Cost and Cool Down. And possibly be a Talent Spell.
     
  5. Captain BlackJack

    Captain BlackJack Level 16 (Paladin) Exiles Citizen

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    That’s very true. Anything from the outside can be replicated in the dungeon. It was also said that the dungeon will grant extra affects to things.
     
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  6. Andrew Lynas

    Andrew Lynas Level 17 (Theurgist) Exiles Beta Reader Citizen

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    Richter should Learn the Level 8 Earth Spell, "Detect Gems" that the Dwarf Earth Adapt Zarr knows, also a "Detect Metals" Spell as well.

    Richter should look into Learning the object Inspect Spell, it should Synergise quite well with Analyse.

    A Life Magic Weak Examine/Scan Spell, allows you to sense basic Health of somebody and if they have been poisoned, diseased, have broken bones or internal injuries, ect.

    Earth Magic Weak Survey, allows you to weakly have a basic sense of what's underground around you, mostly shape&configuration of rock&stone, a faint sense of Minerals locations and weaknesses/strengths in structure. Can be used on Buildings but more limitedly, can Synergise with Detect Skills for stronger effects.

    Thought Magic Weak Study, a Spell that temporary Increases and speeds up your Reading, Comprehension & Learning capability and speed.
     
    Last edited: Feb 22, 2022
  7. Andrew Lynas

    Andrew Lynas Level 17 (Theurgist) Exiles Beta Reader Citizen

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    Just reached where Richter has found the Spear Spider Cave Lair in Book 4. I am thinking that he would have finished this fight much easier if he had had these Spells (can change the word Fog for Most of you want, I didn't use it because I intended the spells to be non PoP sourced Spells that anybody could learn) -->

    - Weak Poisonous Fog - this Spell creates a 20ft Fog Bank of yellowish/green Poisonous Gas that is extremely difficult to see in/through that will last up to 5 minutes anywhere within 60ft of the Caster (assuming line it sight, theoretically can be Cast non-line of sight but with a very, very strong chance of Miscast unless the Caster has a very, very strong mental image/memory of the point the Spell is to appear, even then Casting distance will be halved and Mana is increased, not advised, especially if thick Walls are in the way).
    The Spell can be sent in a desired direction of 10ft per 7 seconds in moderate Winds without being interfered with, stronger winds will either reduce traveling speed (or speed it up depending on wind direction) or move it in a different direction, so some care in Casting conditions is necessary. The Poison Fog is somewhat heavier then Air so will sink into holes, cracks, down stairs, down slanted corridors or tunnels, ect. The Fog Bank upon Spell Duration end will rapidly expand from 20ft to 30ft before disappearing, poison effect is halved during these few seconds. Poison effect will persist for a short while even once you get out of the Fog.
    Warning Caster is still susceptible to the Fogs Poison effects and will also not discriminate between friend and foe. Also does not effect most things immune to Poison or things that don't breathe, like Undead, Golems, ect, (but may or may not effect things that breathe through their Skin).

    - Weak Poisonous Cloud - this is identical to the above Spell except that it is slightly lighter then Air instead of being slightly heavier then Air. This means that it will slowly float up into higher area's or into the Air rather then sink into lower area's. Because of this it has limited effectiveness in an open area but can be used effectively in an enclosed area with some thought, for instance you could use it to Poison things clinging to the roof of a cave above you, or to have it float up to higher floors of a building/tower or tunnels of a cave system. May even also be used to effect flying creature above you to some degree?

    - Weak Acid Fog - this Spell is virtually identical to the above Poisonous Fog Spell except in three areas, firstly you need a slightly higher Level to Cast it (along with a higher Mana Cost), secondary the poisonous effect is much weaker but thirdly a weak Acid Damage effects those in the Fog more then compensates for this. Will course Weak Acid Damage too not just Creatures but also will have some effect on both equipment & environment and will do extra Damage if Inhaled or gets in Eyes. Chance of very weak Poisoning occurring even if not inhaled if severe enough Acid wounds appear on body.
    Warning the Fogs effects will also effect the Caster and will not discriminate between friend and foe. Also will not effect those who are Immune to the effects of Acid (or Poison).

    - Stinking Fog - almost identical to the above Poisonous Fog Spell except that it is designed to to be non-lethal. Creates sickly greenish/yellow stinking Fog that causes severe Nauseam, Coughing, Dizziness, Irritation to the Eyes & Impaired Vision and difficulty in Breathing (may cause very minor health loss with sustained time in Fog), these will likely continue for some time after leaving Fog. Works somewhat like tear gas.
    Warning this Spell will also effect Caster and does not discriminate between friend and foe. May not effect Creatures that do not breathe or see traditionally, things like most Undead, Golems, Spirits, ect.

    - Weak Incendiary Fog - very similar to the Acid Fog Spell, except it is comprised of fine but thick haze of hot Ash Embers and Sparks. Duration is half that of most weak Fog Spells. Causes Heat & weak Fire Damage to not just Creatures but also Items, Equipment and Environment. Slight change of causing Burn status and a high chance of igniting Flammables. Hot Ash Embers can effect Eyes and Lungs.
    Warning this Spell will also the effect Caster and does not discriminate between friend and foe. Creatures that are Immune to Fire or Heat will be mostly unaffected but still might have trouble if they Inhale Ash or it gets in their Eyes. Creature that don't breathe may still be effected by Heat and Sparks.

    - Weak Concealing Fog Bank - this Spell creates a 30ft Fog Bank that can either be locked on the Caster and move with him at a Walking Pace or onto another Person or static Object within 60ft of the Caster. It can also be sent moving at about 10ft per 5 seconds in any direct but strong winds may effect it. The Fog Bank is extremely thick and difficult to see through by everybody but the Caster (and anybody touching him at time of Casting) to whom it is no more difficult to see through them a light mist. The Spell will last up to 15 minutes.

    - Weak Icy Fog - this is similar to Poison Fog except that it does not Poison a person but slowly drains the heat out of them, it also has a high chance of causing a Slow effect and a very low chance of causing a Freeze effect on those in the Fog.
    Warning this Spell does not discriminate between friend and foe, and while the Caster is Immune to the Slow and Freeze effects he will still be effected by the heat drain of the icy fog (admittedly more slowly) and the limited range of vision.

    - Weak Life Mist - this is purchasable Spell from the Mist PoP that creates a light Mist that slightly impedes Vision range and quality (for everybody with standard and some non-standard visions) but also grants a very weak Health and minor injury Regeneration Effect on those in the Life Mist (again effects friend and foe alike), while an extremely low and slow Health&Minir-Injury Regeneration it does have added benefit of lasting for 10 minutes, having had 30ft radius of effect (static) and relieves pain. It also has exact opposite effect on Undead (friendly and enemy) and causes very slow and low damage over time to them.

    - Weak Poison Spray - like Level Spell similar to Richters Flame Spell but will send out a single short dense gust of fine weak Poison Vapour that will travel 10ft (double Flames range) and will if inhaled by those hit will receive a weak poison effect, also even if not inhaled there's a chance of a slight but unpleasantly distracting nauseating feeling will occur if enough Vapour lands on Skin and is not removed within 7ish seconds, this effect lasts about a minute.
    Warning strong winds may effect range and accuracy of Spell. Will not effect Creature Immune to Poison and will not discriminate between friend and foe.

    - Weak Freeze - basically a Frosty icy particle version of Richters Flame Spell. Had a chance to course Freeze.

    - Weak Shock - similar to Richters Flame Spell except for electricity and that it is a Touch contact Spell. This Spell is Unusually in two ways, firstly this Spell when Cast will not emanate from the Casting hand but from the other hand, allowing you to grab hold of someone and then Cast the Spell to give them a sustained Electric Shock as long as you continue to hold them and concentrate on the Spell. Secondary if you do not have hold of someone when this Spell is Cast then the Electrical charge will remain in the hand for up to 7 seconds before dissipating and when you touch someone the whole charge will instantly enter the target, this method does not allow for a sustained Shock but can be passed through a conductive Weapon like a Metal Sword or Mace (as long as the hilt is not wrapped in a non-conductive material). Good chance of Stun effect, most especially if used in a sustained charge.

    - Weak Arcane Lock - this Spell can be used to magically Lock (and strengthen) Doors, Windows, Chests, ect, with a Lock that can not be manually picked and can only be opened by the Caster, someone he designated at the time of Casting (or optionally the Caster can place a Riddle-Puzzle Code that can be entered) a much more powerful Spell & Magic User or by breaking down the Door, Window, Chest, ect, tricky to do with the magical strengthening. The Door (ect) will automatically close & lock again after the opener leaves the immediate vicinity or after a minute passes. Can be linked together to magical Rune Traps and magical Alarms.

    - Weak Alarm - a Spell that places a magical Alarm on a Room (within a certain size), Corridor or outside area that will alert you if something of a certain size enters that Alarmed area (unless they know say the Password before entering alarmed area or are already in the area of effect), it will awaken you if you are asleep and can be a Silent Mental Alarm or a Audible Alarm (sounds like a small Bell) that anybody and here, or both (in which case the Caster will get a few additional seconds of silent warning before the audible alarm goes off. Range of Alarm area of effect is 25ft, the Alarm signal can be heard not just within and immediately around the Alarmed area but the Caster can also hear it an additional 50ft away from the Alarm barrier. Can be linked together with Arcane Locks and to Rune Traps.
    If this is Converted into a Enchantment then Alarm can be tied to an Amulet that will allow the Distance away the Alarm can be heard to be massively increased.
     
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  8. Andrew Lynas

    Andrew Lynas Level 17 (Theurgist) Exiles Beta Reader Citizen

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    Akaton Devolution = Chaos Spell that does the opposite of Akaton Evolution, it changes the Pets or Summons it's Cast on into a weaker less evolved species of itselfs Evolution Line (it also reduces Summoning Time), but it can also be used on Other Peoples Summons and Pets but at a much reduced Duration and at a much higher Mana Cost.

    A Body and Cloth Cleaning and Deodourlising Spells might be good, especially when you want to quickly reduce your scent or remove blood and mud from yourself.


    Once Richter gets a Thought Magic Spell he should (to Alma's dismay) be able to Psi Crystals to strengthen his Magic, I am wondering if using them might help to activate his Mental Aegis Stat and possibly even increase it other time?
    Or if there maybe are way to use them even before he Awakens Thought Magic to activate his Mental Aegis(MA) Stat and to increase it?
    For that matter I am wondering (inclined to think so) whether simply Awakening Thought Magic may activate his MA Stat and gradually increase it as he Levels that Magic?
    Once his MA Stat is activated then it should significantly increase his chances of eventually Awakening/Learning Psionic Skills &/or capabilities, especially with his Soul and Psi Bonds with Alma.
    It's possible that just increasing Alma's different Psi abilities and Psi Bond may in time activate his MA Stat and even grant access to her Psi powers and in time gain his own via her?
     
    Last edited: Mar 10, 2022
  9. Captain BlackJack

    Captain BlackJack Level 16 (Paladin) Exiles Citizen

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    Boat enchantments

    1. Self righting
    2. Magical Ballast
    3. Man overboard- gives anyone that has gone overboard an additional 2 meters a second if swimming for a ships dragline.
     
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  10. Mister Bill

    Mister Bill Level 15 (Guardian) Exiles Beta Reader Citizen

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    Why not have the last one launch them right into the mast from outside the ship?
     




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