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Post by dan on May 19, 2012 8:31:36 GMT -5
This is an awesome idea, the theme is great match for the light hearted nature of the game
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Post by ultros64 on May 21, 2012 18:53:10 GMT -5
Alright, it's getting there... but I need help!
I need cool ideas for spells! If I make this Tome idea go as far as I want it to, I'm going to need ideas for the more 'Forbidden' or 'Rare' forms of magic. This includes that Chaos stuff I was talking about earlier, but can also include Necromancy, and the oft demanded Lores of Light/Holy magic that people have been wanting for awhile (I mean, how else are you going to make a Cleric/Paladin type)?
So if you'd be so kind, chuck out some ideas for rare spells! I'll try and stat them up and we'll work from there.
(By the by, it's so great to see some actual posting in this site again. Makes me pretty d**n happy.)
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Post by shaungamer on May 21, 2012 19:23:46 GMT -5
Just some quick ideas. Whirlwind - Target 1 hero. Make him move randomly on the board as he is blown about by the spell. Plague - Target 1 Character to make them weaker, but could be Hero or monster (cannot be caster) Transpose - Target 2 heroes. Swap their positions Change - Target 1 hero. Changes Hero to a random Character and uses those stats (Troll, princess, ghoblin, Flying eye?)
I am sure others can come up with better stuff . . .
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erf_beto
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Post by erf_beto on May 21, 2012 20:05:53 GMT -5
Cool! I was just writing a couple ideas for it this afternoon!
Chaos Bolt - Ranged attack causes dmg and random effect (roll dice to see how much damage, if poison, burnt, paralyzed, etc) Rainbow Blast - Multicolored Spray of Light which stuns targets Confusion - Change Allies to Foes Dementia - Like Confusion, except target becomes unpredictable (roll dice to see if attack ally, enemy or self, if it moves or stays put and drooling...) Plane Shift - Target "blinks", teleporting to a random space or tile Minotaur Maze - traps target in another plane (out of game) Chaos Storm - Area attack causes dmg and random effect
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Post by agadoijo on May 22, 2012 5:45:00 GMT -5
Just some random thoughts on the Light/Holy magic:
Heal - basic heal spell Holy bolt - ranged attack, small dmg to normal monsters, huge dmg to undead Holy armor - boost to armor for a few rounds Guided strike - small boost to attack for a few rounds or maybe a big boost to one attack only Pray for protection - boost to armor for a few rounds to all party members Pray for guidance - boost to attack for a few rounds to all party members Healing chant - small heal to all party members Holy smite - kill an undead, needs some thought for not being to strong Resurrect - bring a party member back from the dead
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Post by kalajel on May 22, 2012 8:33:52 GMT -5
(...) Light/Holy magic that people have been wanting for awhile (I mean, how else are you going to make a Cleric/Paladin type)? Didn't you already made light magic here? oversoulgames.proboards.com/index.cgi?board=dptalk&action=display&thread=709Seems to me you've already got the whole light magic thing covered... Still, here are some ideas. Chaos Spells: Chaos Boon: grants caster a random bonus or boon. Summon Horror: Summons an unspeakable horror to help you fight. Chaos Flash: Flash of light affects area, randomly affecting targets in it with various effects. Light/Holy Spells: Banishment: banishes demons back to their native plane. Repel undead: undead creature cannot engage your character in melee or must run away from your character?? Holy Might: Character gains various combat bonuses making him a better fighter. Group Heal: as heal but on an area. Necromancy Spells: Cannibalize: Destroys an undead creature to heal yourself. Vampirism: Damages target and heal self.
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Post by ultros64 on May 22, 2012 12:55:27 GMT -5
True, but I still need some more balancing in it. Also, I'm trying to make Holy Magic just a bit more interesting than it usually is, and maybe am going to throw a few more status effects in there or something. Just something to spice it up. Besides, the DIF ratings and XP ratings for the 2.0 version still need an overhaul. But great work so far guys! This is going to be a lot of fun to work with.
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erf_beto
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Post by erf_beto on May 22, 2012 18:55:06 GMT -5
I thought your LightMagic v1.0 was pretty good! And agadoijo e kalajel's ideas are nice additions!
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Post by shaungamer on May 23, 2012 20:30:47 GMT -5
True, but I still need some more balancing in it. Also, I'm trying to make Holy Magic just a bit more interesting than it usually is, and maybe am going to throw a few more status effects in there or something. Just something to spice it up. Are these additions to the existing Magic schools or replacements? Chaos and Holy would definitely fit in. Which is why I include the list below, but I do not want to imply that you should follow any existing rules or format. I am happy to have your extra choices available to the players in any way you choose. The current schools for the new version are going to be: - School of Air
- School of Fire
- School of Earth
- School of Water
- School of Nature
- School of Metal
- School of Shadow
- School of Necromancy
- School of Royal
Edit Spelling
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Post by ultros64 on May 24, 2012 11:53:22 GMT -5
Oh, I wasn't planning on replacing anything. I liked your archetypes for spell schools. They're most just thrown in there to cover a few more bases.
By the way, dungeon manipulation through Royal? That's awesome. It's between that and Necromancy for my favorite spell schools.
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Post by shaungamer on May 24, 2012 17:39:11 GMT -5
Thank you! I just need to have spells in the final version that live up to the hype!!!
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Post by ultros64 on May 31, 2012 14:03:12 GMT -5
Alright, so here's a taste of some of the Chaos Magic I've got going on. It's a little confusing at times, but I figure you'd be finding these Tomes around the time you already have a good handle on the game. It gives it a bit more flavor and just a bit more complexity so as to keep it interesting. Chaos Magic Ability: Overpower Any spells from the Chaos Magic tree offer two tiers of casting. The first tier is the number displayed normally under the DIF rating, whereas the second tier is listed in the parantheses next to it. For example, a spell with DIF: 2 (4) would have a regular casting value of 2, and an Overpower casting value of 4. Spells successfully cast with Overpower often trigger more powerful (and more volatile) effects than their first tier counterparts. However, Miscasting with an Overpowered spell is incredibly dangerous. If a hero Miscasts a spell while attempting an Overpower check, he immediately takes wounds equal to the number of 1's and 2's he rolled for the Micast. So if a Wizard were to roll a 1, 2 , 2 , 5 , 6 on a DIF 4 cast, he would immediately take 3 wounds. Regular DEF rolls may be made against these wounds, but they cannot include bonuses from armor. Name: Power Nexus Target: Self DIF: 2 (3) Effect: Upon successfully casting this spell, roll a d6. Add the total rolled to your MAG score for your next casting attempt of any spell. If you roll a 1, you may not cast spells until the end of your next turn. If you roll a 6, you immediately forget all copies of this spell from your spellbook as though you had suffered a miscast result. Overpower: When rolling the d6, instead roll 2d6 and pick one dice of your choice instead. Roulette Target: One square on same tile. DIF: 3 (5) Effect: This spell can only be cast in rooms that are 6x6. Roll 2d6 as though one were placing chests/monsters into a room in order to determine the square of origin. If a creature/hero is on that square, they immediately suffer 1 wound with no saves allowed of any kind. If a locked chest is on that square, it immediately unlocks and any traps on the chest are disarmed. If an unlocked chest is on that square, it is immediately destroyed with all the treasure within being lost. If there is nothing on the square, then this spell has no effect. Overpower: Increase the size of the attack to the square of origin and every square adjacent. Heroes are not harmed by this attack, but everything else is resolved normally. Polymorph Target: Self DIF: 4 (6) Effect: This spell allows the caster to rearrange their stats in any order for the duration of the spell. Any restrictions on the maximum amount of dice rolled per level are still in effect. In order to determine how long the spell lasts, roll a 1d4. The effect persists for that many rounds (until the end of the wizard's turn on that round). Overpower: Add +2 to a stat of the caster's choice for the duration of the spell. In addition, the caster may mimic one ability from a monster in the same room. This may include abilities possessed by bosses, but not spells they have.
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erf_beto
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Post by erf_beto on May 31, 2012 14:58:56 GMT -5
Very cool! Overpower is really clever. Maybe all spells should have that as an "unlockable" feature, instead of more and more spells that do the same thing but with bigger numbers. I like the Nexus (and can see that working as a Special Location tile, like an alternate Eye of Doom or Magic Gate). Don't know if it's too powerful. It might be, because even though it takes longer to cast and you have two harsh penalties (damage from miscast and memory wipe), you could end up casting very difficult spells. We'll see. I think you can up the damage on Roulette. Or at least up the damage against enemies. The chance to hit an enemy is 1 in 36... around 2%. Overpowering makes it more reliable... Rearranging stats in Polymorph is tricky. :/ I agree it is "simple", but when you level up, advancing a stat costs [next level] in exp, so a MAG 8 is not equal to ATK 4 and DEF 4. It might not even be a game breaker though. Unfortunately I can't think of a suggestion. Edit: or maybe I misread! When you say rearrange, do you mean switching one for another? Like [ATK 3, MAG 5] becomes [ATK 5, MAG 3], but never [ATK 7, MAG 1] or any other combination? Great work!
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Post by ultros64 on May 31, 2012 17:39:39 GMT -5
The wording was a little finicky there. Yeah, what I meant was that you could swap stats (so if you had MAG 7 and ATK 3, you could have ATK 7 and MAG 3 instead). Overpowering it would give you a boost to a stat of your choice, so that makes it a bit more useful.
And I like Overpower as well! You are right in that there seems to be some repetition in some spell books, so I figured I'd add some risk/reward to Chaos Magic without bogging it down too much.
And yeah, these definitely need some balancing and playtesting. But I figured if I set it out here, I'd get some good feedback - like I just did!
Thanks for the look Erf.
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Post by kalajel on Jun 1, 2012 6:32:46 GMT -5
I like the spells, but I'll admit roulette seems incredibly limited. Perhaps when rolling those 2d6 to see where the spell ends, the caster can choose how to read the dice after having rolled them, giving him 2 possible target squares to choose from on every casting? Perhaps Overpower could also add a 3rd d6 for that purpose, allowing the caster to pick the 2 he wants?
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