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Duke Ragereaver
August 30th, 2009, 09:49
Here is a list of spells/abilities you can select for your characters to be gained at various levels. To upgrade a spell, a character must first gain the normal variation of said spell at some point at levels 1-10. Then, if they gain the spell again while in Elite Status, the spell will be upgraded.

Remember that you can pick any abilities for your creature so long as they remain within reason. It is also possible to stretch the nature of certain abilities. For example, a Web placed on an Archer could make a Net Arrow of some sort. Abilities can be as flexible as desired so long as it is also within reason.

If you are not sure then feel free to contact Metal Gear Rex (http://keeperklan.com/members/153-Metal-Gear-Rex) for help.




Normal Spells

Standard Combat
NameDescriptionUpgradeTraitsCooldown
MeleeStandard physical attack---
ArrowHits a target with an arrow-Projectile-
Flame BreathBreath that releases fire, dealing considerable damage over time---
Frost BreathBreath that releases frost, potentially freezing targets over time---
Poison BreathBreath that releases poison---


Non-Elemental Spells
NameDescriptionUpgradeTraitsCooldown
Guilded BoltMagically blessed ArrowBoosts speed and damage noticablyProjectile/NavigatingMedium
MissileWeak but fast magical screaming projectileBoosts speed and damage noticablyProjectileVery Low
Navigating MissileWeak but fast magical screaming projectileBoosts speed and damage noticablyProjectile/NavigatingLow-Medium
GrenadeBouncing projectile that will explode after a short period of time, dealing considerable damage and knockbackBoosts damage considerablyProjectile/Area-of-EffectMedium
Poison CloudConcentrated toxic projectile that explodes in poisonous gas over a 2 tile radius after making physical contactBoosts radius to 3 tilesProjectile/Area-of-EffectLow
FartReleases strong toxic gas over a 2 tile radiusBoosts damageArea-of-EffectLow-Medium
TeleportAllows the caster to instantly warp to any desired location known by thier KeeperReduces cooldown to MediumSelf-CastLong


Elemental Spells
NameDescriptionUpgradeTraitsCooldown
Fire SpitFairly fast but otherwise standard fire projectileBoosts speed and damageProjectileVery Low
FireballSlightly strong but otherwise standard fire projectileBoosts damageProjectileLow
MeteorPowerful fire projectile that also explodes if it hits terrain or other non-creature objectsBoosts damage considerablyProjectile/Area-of-EffectMedium-High
Ice ShardSlow ice projectile that deals decent damage but also briefly slows the target by ~20% with its chillsBoosts damage and boosts slowdown to ~33%Projectile/Magic StatusLow
HailstormFires 32 simultaneous pieces of Hail for heavy knockback and damage at close range but weakens and spreads out the farther it goesBoosts Hail count to 48ProjectileHigh
Wind LashVery fast but very weak horizontal slice of windBoosts speed mostly and damage slightlyProjectileVery Low
WhirlwindBlast of wind that blows away all but the heaviest of unitsBoosts the force and duration of the windArea-of-EffectHigh
TornadoCreates a tornado that pulls all but the heaviest of units towards the area it occupies while catching the neariest units within the tornado itselfBoosts the force and duration of the tornadoArea-of-EffectVery High
Vine WhipCreates a destructable thorny vine that can be used as a mid-ranged weaponBoosts range to medium-long-Low
Cluster RootsCauses small destructable thorny vines to sprout from the ground over a 2x2 tile area that can cut or trip enemies, has a long durationBoosts vine quantity and thorn sharpnessArea-of-EffectHigh
LightningElectrical beam that deals decent damage but also stuns the target for a duration, deals noticable bonus damage if the target is in waterBoosts stun durationInstant-Hit/Magic StatusMedium
ThunderPowered up lightning that lacks stun but deals significant damage with a dramatic boost on targets in waterBoosts damageInstant-HitMedium-High
Bolting5 weak bolts of lightning that move forward in all directions with stacking mini-stunsBoosts bolt count to 7Instant-Hit/Magic StatusMedium-High
StalagmiteCauses a stalagmite to suddenly rise up from the ground at the targeted area causing mini stuns, deals significant damage to units at the center of the effectBoosts rising speed of the earth, boosting damage and potential stunsArea-of-EffectMedium
EarthquakeCauses a mini earthquake and abrupt but minor landslides surrounding the caster with a 2 tile radius while stunning and dealing minor damage to all surrounding groundbound units with noticable to considerable damage to traps/doors, heavier units are more resistantBoosts the radius to 3 tiles with noticably better stunsArea-of-EffectMedium-High
Cave-InCauses numerous rocks to fall from the ceiling within a small 1 tile area, dealing loads of potential damage for anyone caught within and can even trap smaller targets underneathBoosts area-of-effect to 2x2 tilesProjectile/Area-of-EffectHigh
ShineWeak holy beam that deals significantly more damage to undead or other targets vulnerable to holyBoosts damageInstant-HitVery Low
Holy RainCreates a white cloud that releases holy rain to pour down on enemies and deal minor to noticable damage on them over a 2x2 tile areaBoosts damage slightly and area-of-effect to 3x3Area-of-EffectLow-Medium
DrainWeak shadow beam that restores health to the target equal to the amount of damage it dealsBoosts damageInstant-HitLow
DisruptionSlow but very powerful shadow projectileBoosts damage considerablyProjectileHigh


Enhancement Spells
NameDescriptionUpgradeTraitsCooldown
Heal SelfRestores 5-30%Restores 15-45%Self-CastMedium
Heal OtherRestores 5-25%Restores 10-40%Ally-CastMedium
Heal GroupRestores 5-20%Restores 5-35%Group-CastHigh
PurifyCures all negative magic statusesGrants immunity to negative magic statuses for a brief periodMagic StatusMedium-High
Protect SelfReduces damage by ~50% and protects against lethal/instant-death attacks (slicing off head for example) for a brief to moderate period of timeReduces damage by ~66%Self-Cast/Magic StatusMedium
Protect OtherReduces damage by ~50% and protects against lethal/instant-death attacks (slicing off head for example) for a brief to moderate period of timeBoosts durationAlly-Cast/Magic StatusMedium-High
Protect GroupReduces damage by ~50% and protects against lethal/instant-death attacks (slicing off head for example) for a brief to moderate period of timeBoosts durationGroup-Cast/Magic StatusHigh
Speed SelfDoubles overall speed for a brief period of timeBoosts durationSelf-Cast/Magic StatusMedium
Speed OtherDoubles overall speed for a brief period of timeBoosts duration slightlyAlly-Cast/Magic StatusMedium-High
Haste SelfTriples overall speed for a very brief period of timeBoosts duration slightlySelf-Cast/Magic StatusMedium-High
Vigor SelfCancels cooldown of another standard spell in trade for an extended cooldown afterwardsReduces cooldown to Medium-HighSelf-CastHigh
Vigor OtherCancels cooldown of another standard spell in trade for an extended cooldown afterwardsReduces cooldown to HighAlly-CastHigh-Very High
Vigor GroupCancels cooldown of another standard spell in trade for an extended cooldown afterwardsReduces cooldown to High-Very HighGroup-CastVery High
Rebound SelfCreates a brief shield that redirects all projectiles and negative magic statuses back towards the casterBoosts duration slightlySelf-Cast/Magic StatusMedium-High
Flight SelfGrants the ability to fly via cloud riding for a moderate durationBoosts speed of the cloudSelf-Cast/Magic StatusMedium
Flight OtherGrants the ability to fly via cloud riding for a moderate durationBoosts speed of the cloudAlly-Cast/Magic StatusMedium-High
Flight GroupGrants the ability to fly via cloud riding for a moderate durationBoosts speed of the cloudGroup-Cast/Magic StatusHigh
Invisibility SelfGrants invisibility to the target until the unit attacks or the spell burns out after a moderate durationHides the target from first tier Sight usersSelf-Cast/Magic StatusMedium-High
SightAllows the user to see invisible targetsGrants vision to second tier invisibilitySelf-Cast/Magic Status/Passive-


Debuff Spells
NameDescriptionUpgradeTraitsCooldown
WebCreates a sticky web over a single tile, trapping units within itBoosts area-of-effect to 2x2Area-of-Effect/StatusMedium
SlowReduces overall speed of the target by ~50% for a moderate period of time, cancels out with Speed/HasteReduces speed by ~66%Projectile/Magic StatusMedium
PoisonSlowly damages and disorients the target for a brief to moderate duration with increasing effectiveness overtimeBoosts effectiveness even further overtimeInstant-Hit/Magic StatusMedium-High
FreezeEncases a single target in a block of ice for a brief to moderate durationBoosts durationProjectile/Magic StatusMedium
EntangleTraps a single target in a tangle of thorny vines that rise from the groundBoosts vine quantityStatusMedium
FearSummons fear and illusion magic to all enemies in a 3 tile radius around the caster that can have a variety of effects depending on the effected unit's characteristicsIncreases radius to 5 tiles and the strength of the nightmaresArea-of-Effect/Magic StatusHigh
SealSeals a single spell of the target to prevent it from being cast even if passive for a brief to moderate period of time, effect can be intentionally cut short in trade for a shorter cooldownBoosts seal durationMagic StatusMedium
Seal GroupSeals a single spell of the target to prevent it from being cast even if passive for a brief to moderate period of time, effect can be intentionally cut short in trade for a shorter cooldownBoosts seal durationGroup-Cast/Magic StatusHigh
Seal AllSeals all non-passive spells of the target to prevent them from being cast for a very brief period of time, effect can be intentionally cut short in trade for a shorter cooldownBoosts seal durationMagic StatusHigh

Trait Legend
Projectile: Is a projectile, self-explanatory
Instant-Hit: Travels instantly, hitting the targeted area immediately after being cast
Navigating: Moves of its own accord to seek out the intended target
Area-of-Effect: Effects everything within a defined radius around the casting point
Status: Changes the unit's state, which can cripple or aid the unit in a certain way
Magic Status: Similar to Status except the unit's state is altered through magical means
Self-Cast: Can only be used on the caster
Ally-Cast: Can only be used on someone other than the caster
Group-Cast: Effects the caster and two nearby allies, or an enemy and two of their nearby allies
Passive: Is always active

Metal Gear Rex
April 7th, 2012, 01:12
High Power Spells

High Power Spells are significantly stronger than normal Spells. Creatures can only get a single High Power spell when in Normal Status and a second one in Elite Status. High Power Spells are more so used by those who are primarily Spell Casters and not really seen in non Spell Casters.


Blaze - Creates a quick and powerful blazing Fireball that deals massive damage with a bit of recoil
and explodes upon impact for considerable knockback.

Blizzard Bomb - Creates an icy explosion over an area of up to five tiles, dealing minor to considerable damage
to all enemies within the radius of the attack. It also slows targets down (50%) for a short period
of time due to the cold, but this is not considered a Slow status and can be stacked with a real Slow
spell. Damage is mostly concentrated in the central tile casting area. Targets within that area can
also be Frozen for a brief period of time. Units who are resistant to Ice magic or cold can negate
the slow effect, or if they're in the central casting area, they reduce the Freeze effect down to a
slow spell.

Sonic Boom - Summons a blast of wind that deals considerable damage and has incredible knockback for the
target. As the wind passes by other units on its way towards its intended target, it offers a
knockback for any nearby units, allies and enemies, with a sort of doppler effect.

Ivy Blood - Passive. All spells have an additional Poison effect upon whatever targets they hit. It cannot
stack with itself but can be doubled in effect with an actual Poison spell. However, it does
have the negative side effect of halving any Heal magic, both when the Ivy Blood unit casts
Heal magic and when Heal magic is cast on the Ivy Blood unit.

Thunderstorm - Summons a violent storm over a target for a moment, dealing massive AoE damage

Terra Crack - Quickly creates a crack in the Earth, splitting the ground between the castor and the
target (who can be up to 5 tiles away), causing a potentially massive stun, or at least
complete loss of stability, for the target and any nearby units in addition to considerable to
major damage depending on how much the units are effected by the ability. This ability can also
deal a large amount of damage to Traps and Doors, or potentially destroy them outright depending
on the Trap/Door itself and the accuracy of the attack.

Banishment - Removes a single summoned unit, while dealing considerable holy damage to the summoner.
It can be used against a target normally for raw holy damage. Also removes stains.

Death Curse - Removes all buffs from the target and, for a short period of time, prevents buffs from
being cast on them while dealing constant minor damage, like a Poison. Additionally, while the
spell is still in effect, it causes the target to take 50% more damage. However, Undead units
are immune to the damage increase effect.

Invulnerability - Can be casted on either the user or an ally. Once casted, the effected Creature will be immune to all
damage for a *very* brief amount of time.

Summon Skeleton - Summons a "lesser Skeleton" that will fight for its summoner until it dies. Only a single Skeleton
can be summoned at any time. (Unless upgraded to two Skeletons) The summoned Skeleton can level up
and begins at Level 1. He cannot level up beyond the summoner. While summoned, the caster's other
Spells are significantly weaker than before and become even weaker when a second Skeleton is
summoned. The Summoned Skeleton's traits must be defined in the Profile and cannot be changed without
Game Master approval.

Chicken - Turns the target into a clucking chicken, preventing them from being able to fight for a brief period
of time. The effect time is barely longer than Freeze but still varies due to the debuff being purely
magic based rather than ice based. Buffs are still in effect and the Creature has full control over
their chickened body, but they're easier to injure due to a lack of armor. They cannot be eaten and
may be cured at the Temple. The caster can chicken only a single Creature at a time.

Great Seal - Completely blocks all spells for all units, enemies and allies, within a 2-3 tile radius
for a brief period of time. The effect time can be cut short but there is no reduction in
recharge time when doing so.

Word of Power - Deals significant damage to all surrounding enemies in addition to a having a large push-back effect

Metal Gear Rex
May 1st, 2012, 22:53
NPC Only Spells

NPC Only Spells are what their name might imply, in that they're available for NPCs only. These are the stronger of abilities that aren't very "balanced" and shouldn't be obtained normally.

Additionally, NPC Units are capable of breaking other rules, such as being able to obtain Spells regardless of their Level and capable of having multiple High Power Spells.


Haste Other - Triples the speed of an ally for a very brief time, a handful of seconds

Haste Group - Triples the speed of the caster and two nearby allies for a very brief time, a handful of seconds

Invisibility Other - Turns an ally invisible for a short period of time, but becomes visible once attacking

Invisibility Group - Turns the caster and two nearby allies invisible for a short period of time, but they become visible
once attacking.

Mist - Creates a thick Fog of War over the surrounding area, stretching up to 7 tiles.

Rebound Other - Creates a buffing effect for an ally that reflects incoming projectiles back at attackers

Rebound Group - Creates a buffing effect for the caster and two nearby allies that reflect incoming projectiles back
at attackers.

Redirect - Redirects nearby enemy projectiles towards the target instead of nearby and more vulnerable allies.

Speed Group - Doubles the speed of the caster and two nearby allies

Summon Ghost - Summons a "lesser Ghost" that will fight for its summoner until it dies. Only a single Ghost
can be summoned at any time. (Unless upgraded to two Ghost)