Here, we may discuss various Spell Suggestions for the Awakening.
High Power
High Power is more of a Spell Type. High Power Spells are going to be significantly stronger than normal Spells and can only be obtained at Level 7 and above. 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.
The following Spells would be made into High Power Spells:
Chicken (New Suggestion)
Invulnerability (New Suggestion)
Summon Skeleton (New Suggestion)
Thunderstorm
Word of Power
Normal Spell Suggestions
Code:
Fear - (Level 6 and above only) Magic mimicing the Fear Trap that brings fear to all but the bravest of enemies, causing not only hesitation and clumsiness but also a pair of yellow underwear.
Ice Shard - A slow ice based projectile attack that, although not very damaging, slows down the target slightly, by 20% at the most.
Knives - Throws several knives at an opponent forming a strong but short ranged physical projectile attack.
Shine - An "instant hit" attack that deals fairly light Holy damage. Especially effective against Undead (Ghosts, Skeletons, and Vampires) but ineffective against Holy (Monk, Fairy, Priestess) enemies.
Tornado - Creates a tornado that pulls all Creatures within the room towards it, catching all nearby Creatures until it disperses. Lighter Creatures such as Flies or Beetles can be thrown out of the Tornado early.
For Tornado, I was considering making it Level 6 and above only but I think it'll be fine without that rule as its usage effects allies as well as enemies, much like Whirlwind.
High Power Spell Suggestions
Code:
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.
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 GM approval.
The Chicken Spell I don't think would be as powerful as some may think. It's pretty comparable to Freeze, actually. Only real difference is that the effected Creature still can move around to escape death, a trade off for losing their armor. I wasn't originally going to suggest this but then I thought it might make an interesting idea as a High Power debuff spell.
For Invulnerability, I wasn't planning on suggesting it but then the idea came to mind with the High Power Spells. This would be the only buffing/defensive High Power Spell to be gained. As long as its effect time remains low, it shouldn't be too powerful.
As for Summon Skeleton, it's pretty much a downgraded Skeleton Army in case you haven't figured it out. Definitely a unique High Power Spell. The Skeleton will never become too powerful as it's going to be even weaker than the standard Skeleton, hence the "lesser" part. Additionally, the decrease in Spell Power will be a fair trade off for obtaining an additional fighter.
The summoned Skeleton could appear off battle in order to be interacted with by other characters or the Spell Caster itself. It can't really do any kind of work, however. This isn't a concept entirely new to the Awakening though, so no one should have to worry too much about that. Its territory that has been explored by Roach with Nachos, Vermillion with Sight, and Annika with her cloud. It will probably be used further by additional Creatures as well.
I would be adding a new Creature at the end of the Creature and Hero Spell List if this ability ends up being accepted. It would look like this:
Lesser Skeleton
Code:
Requirements: Summoned by the "Summon Skeleton" Spell
Default Abilities:
Level 1: Attack
Characteristics:
A summonable Skeleton that is generally weaker than a standard Skeleton. His offensive strength remains about the same, a bit weaker but it is barely noticable. He severely lacks any defensive power compared to the Skeleton, however. They also are typically lacking when it comes to Spells, even for Skeleton standards, but they do occasionally pop sacrificing even more of their Strength for a Spell or two.
Unique ability: Doesn't Need Sleep/Food/Pay, Immune to Gas, Can Only be Controlled by the Summoner
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Discuss what you think about these new Spell Suggestions.