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Thread: Spell Suggestions

  
  1. #1
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Spell Suggestions

    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
    * * *

    Discuss what you think about these new Spell Suggestions.
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  2. #2
    Spider ARMofORION's Avatar
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    Default Re: Spell Suggestions

    Recreation: Vampire (Lvl. 6-8) and Warlock (lvl 3E) can turn a dead body into a skeleton.
    Barrier: Reduces melee damage to a certain amount (CANNOT BE USED WITH REBOUND)
    Power Heal: User takes 50% damage to own health, but heals all friendly creatures around for 10-30%. User cannot move for some time before and after use. Can be interrupted.
    Rush: Speed increase at the price of offense decrease.
    Tower: Defense increase at the price of Speed decrease.
    Rage: Attack increase at the price of defense decrease.

    Just some of my suggestions.

  3. #3
    Vampire MeinCookie's Avatar
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    Default Re: Spell Suggestions

    Agree with you on Vermillion. It wasn't so much in the early days when I started using it merely as a plot device when in combat... but now that he 'sees' through time? Yeah...

    Nice to see Skeleton Army get a nod, and Chicken Arrow and the Warlock Chicken spell from the cutscenes getting a nod. Invulnerability was a spell from the editor wasn't it? I remember experimenting.

    Not so sure about Knives. Its good to have it and all, but it blurs the lines between weapons and spells... freedom of use for weapons is really important, especially for heavily melee/warrior/non-magical types. Goblins as an example... Dregs has javelins. I think Bastain might have Throwing Knives. Somewhere inbetween you have Asifet with blades on his staff and at the other end of the spectrum, Ithique has a shortsword. These aren't powers, they are weapons. It adds a great deal more flexibility and diversity. To implement this power from DK2, I think that it must be done with this in mind.

    All the other powers a new but look promising in terms of more adding flair and variety to combat.

    Another idea to consider would be NPC only spells.

    EDIT ~ Also, possession-only talents in DK2. I have cloaking on Bastain as an example. Allows the caster to appear as a member of the enemy team once cast if the caster is on the tiles of said enemy. These spells are optional, and not automatic, but are exclusive to the creature types holding them. No-one other than a rogue or possibly a thief could hold it. This adds some degree of specialisation that is restricted to a class-type.
    Last edited by MeinCookie; March 29th, 2012 at 10:04.
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  4. #4
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: Spell Suggestions

    Quote Originally Posted by ARMofORION View Post
    Recreation: Vampire (Lvl. 6-8) and Warlock (lvl 3E) can turn a dead body into a skeleton.
    That's pretty similar to Summon Skeleton, except more restricted. It won't really be of much use though.

    Quote Originally Posted by ARMofORION View Post
    Barrier: Reduces melee damage to a certain amount (CANNOT BE USED WITH REBOUND)
    Isn't that essentially Protect?

    Quote Originally Posted by ARMofORION View Post
    Power Heal: User takes 50% damage to own health, but heals all friendly creatures around for 10-30%. User cannot move for some time before and after use. Can be interrupted.
    That's an interesting idea. A sort of sacrificial Heal, but that may become too powerful if coupled with a Heal Self or an ally with Heal Other. I'll think about it regardless and see if I can come up with something.

    Quote Originally Posted by ARMofORION View Post
    Rush: Speed increase at the price of offense decrease.
    Tower: Defense increase at the price of Speed decrease.
    Rage: Attack increase at the price of defense decrease.
    I think these are more like battle tactics and less of Spells. It's simple, you can attack more frequently but don't put much focus on precision of weak points or anything, a decrease of raw offensive power in other words. You can fight defensively, but that would be a sacrifice of any sort of offense, Speed included. And lastly, you can fight offensively but that obviously means you're sacrificing your own defense.

    In other words, it's already in there but in its own way.

    Quote Originally Posted by MeinCookie View Post
    Agree with you on Vermillion. It wasn't so much in the early days when I started using it merely as a plot device when in combat... but now that he 'sees' through time? Yeah...
    I think Roach is probably the best example of this type of interaction. He interacted a lot more with Nachos compared to Vermillion with Sight, yet despite this, Nachos wasn't really a major character of any kind. He was there for Roach's interaction, and generally his interaction alone. With a summoned Skeleton, of course, it will be more possible for others to interact with due to them being "real" compared to "imaginary". (Of course, Nachos could just be a Hell Hound with invisibility)

    However, it is unlikely (with few exceptions) that Creatures will begin an interaction with the Skeleton instead of the Summoner as the Skeleton would probably be recognized as the summoner's puppet. On the other hand, interaction with the summoner has a fairly decent chance of expanding onto the Skeleton. This is very similar to Roach, actually, which is also why Roach made for a very good example. Roach occasionally (or at least, I recall him doing this with Lena) mentioned Nachos and brought in some kind of interaction with Nachos and another character. So in the end, this can be seen as pretty much some kind of expansion of character interaction.

    Quote Originally Posted by MeinCookie View Post
    Nice to see Skeleton Army get a nod, and Chicken Arrow and the Warlock Chicken spell from the cutscenes getting a nod. Invulnerability was a spell from the editor wasn't it? I remember experimenting.
    Invulnerability was one of those unused Spells, along with Chicken Arrow, Fairy Freeze, and Dark Angel Fire Bomb. Chicken Arrow they did use in a way, but the Spell itself has no usage. If a Dark Elf or Elven Archer fires an arrow in the Hatchery, it turns into a Chicken Arrow. The way it works is utilizing the Alternative Shot function, only available in Editor Pro. Because it is simply swapping the "Shot" Type and not necessarily the actual Spell, the Chicken Arrow Spell Slot itself became unused.

    Quote Originally Posted by MeinCookie View Post
    Not so sure about Knives. Its good to have it and all, but it blurs the lines between weapons and spells... freedom of use for weapons is really important, especially for heavily melee/warrior/non-magical types. Goblins as an example... Dregs has javelins. I think Bastain might have Throwing Knives. Somewhere inbetween you have Asifet with blades on his staff and at the other end of the spectrum, Ithique has a shortsword. These aren't powers, they are weapons. It adds a great deal more flexibility and diversity. To implement this power from DK2, I think that it must be done with this in mind.
    Good point. I didn't think of that at the time of creation, but then again, I was fairly tired at the time of its creation. Knives probably won't make it.

    Quote Originally Posted by MeinCookie View Post
    All the other powers a new but look promising in terms of more adding flair and variety to combat.
    Pretty much my reason for adding them. Fear came to mind when I thought of the Maiden, but it definitely could be used by other Creatures as well.

    Quote Originally Posted by MeinCookie View Post
    Another idea to consider would be NPC only spells.
    Super Word of Power.

    Quote Originally Posted by MeinCookie View Post
    EDIT ~ Also, possession-only talents in DK2. I have cloaking on Bastain as an example. Allows the caster to appear as a member of the enemy team once cast if the caster is on the tiles of said enemy. These spells are optional, and not automatic, but are exclusive to the creature types holding them. No-one other than a rogue or possibly a thief could hold it. This adds some degree of specialisation that is restricted to a class-type.
    Sounds like an alright idea, I'll probably later make a list of such possible abilities for various Creature Types.
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  5. #5
    Spider ARMofORION's Avatar
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    Default Re: Spell Suggestions

    Quote Originally Posted by Metal Gear Rex View Post
    That's pretty similar to Summon Skeleton, except more restricted. It won't really be of much use though.
    True, and this was also an ability of the DK2 vamp.

    Quote Originally Posted by Metal Gear Rex View Post
    Isn't that essentially Protect?
    >.< Good point.


    Quote Originally Posted by Metal Gear Rex View Post
    That's an interesting idea. A sort of sacrificial Heal, but that may become too powerful if coupled with a Heal Self or an ally with Heal Other. I'll think about it regardless and see if I can come up with something.
    Can't be healed for X amount of time after/Cannont be used in conjunction with Heal Self.

    Quote Originally Posted by Metal Gear Rex View Post
    I think these are more like battle tactics and less of Spells. It's simple, you can attack more frequently but don't put much focus on precision of weak points or anything, a decrease of raw offensive power in other words. You can fight defensively, but that would be a sacrifice of any sort of offense, Speed included. And lastly, you can fight offensively but that obviously means you're sacrificing your own defense.
    Fair point....

    I'll make some more when I get a chance.

  6. #6
    Vampire MeinCookie's Avatar
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    Default Re: Spell Suggestions

    'X amount of time' doesn't work in an RP where time is as distorted as a coiled snake and has no fixed measure. Some authors are more wordy some aren't. There is no measure other than the disgression and good sense of the individual.
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  7. #7
    Spider ARMofORION's Avatar
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    Default Re: Spell Suggestions

    Not what I say, what I mean.

  8. #8
    Vampire MeinCookie's Avatar
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    Default Re: Spell Suggestions

    Holiness - Passive trait or ability allowing for suppression of resurrection of Vampires. Its so specific taht nobody is going to invest in it unless it genuinely suits the character. Obviously Monks and some others get it automatically.
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  9. #9
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: Spell Suggestions

    Quote Originally Posted by MeinCookie View Post
    Holiness - Passive trait or ability allowing for suppression of resurrection of Vampires. Its so specific taht nobody is going to invest in it unless it genuinely suits the character. Obviously Monks and some others get it automatically.
    Hm, I'm not sure. I think that should remain specific to the Monk/Fairy/Priestess class. It's pretty similar to handing out the Cloak ability to various classes instead of keeping it unique to the Rogue/Thief class.
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  10. #10
    Vampire MeinCookie's Avatar
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    Default Re: Spell Suggestions

    Not exactly the same, as it has already been stretched across several creature, but I see your point. Just throwing the idea out there. Another wholy new idea...

    Cleanse - Removes all buff and debuffs from the creature its cast on. Obviously this would come in Self and Other variaties with the interesting note that the 'Other' could be useful in different situations against both allies and enemies.

    This would counteract Slow, Speed, Protect, Poison, Fear...

    Might possibly effect Invulerability, Thunderstorm....

    Wouldn't effect Freeze, Web, Invisibility, Chicken....

    Obviously it wouldn't effect any abilities which don't have a time-element.

    Deadweight - Renders caster immune to all throwback or wind effects in abilties by increasing their weight, but also slows their movement speed for its duration. If cast by a flying creature will likely make them drop out of the sky.
    Last edited by MeinCookie; March 30th, 2012 at 10:27.
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